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 GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
100 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
102 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
104 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
105 RND(element_info[e].push_delay_random))
106 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
107 RND(element_info[e].drop_delay_random))
108 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
109 RND(element_info[e].move_delay_random))
110 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
111 (element_info[e].move_delay_random))
113 #define GET_TARGET_ELEMENT(e, ch) \
114 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
115 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
117 #define GET_VALID_PLAYER_ELEMENT(e) \
118 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
120 #define CAN_GROW_INTO(e) \
121 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
123 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
127 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
129 (CAN_MOVE_INTO_ACID(e) && \
130 Feld[x][y] == EL_ACID) || \
133 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
134 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
135 (CAN_MOVE_INTO_ACID(e) && \
136 Feld[x][y] == EL_ACID) || \
139 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
142 (CAN_MOVE_INTO_ACID(e) && \
143 Feld[x][y] == EL_ACID) || \
144 (DONT_COLLIDE_WITH(e) && \
146 !PLAYER_ENEMY_PROTECTED(x, y))))
149 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
150 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
152 (DONT_COLLIDE_WITH(e) && \
154 !PLAYER_ENEMY_PROTECTED(x, y))))
157 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
158 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
161 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
162 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
164 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
165 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
169 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
177 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
178 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
180 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
181 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
183 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
184 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
186 #define PIG_CAN_ENTER_FIELD(e, x, y) \
187 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
189 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
190 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
191 IS_FOOD_PENGUIN(Feld[x][y])))
192 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
193 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
195 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
196 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
198 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
199 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
203 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
204 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
205 (CAN_MOVE_INTO_ACID(e) && \
206 Feld[x][y] == EL_ACID) || \
207 Feld[x][y] == EL_DIAMOND))
209 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
210 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
211 (CAN_MOVE_INTO_ACID(e) && \
212 Feld[x][y] == EL_ACID) || \
213 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
215 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
216 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
217 (CAN_MOVE_INTO_ACID(e) && \
218 Feld[x][y] == EL_ACID) || \
219 IS_AMOEBOID(Feld[x][y])))
221 #define PIG_CAN_ENTER_FIELD(e, x, y) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
223 (CAN_MOVE_INTO_ACID(e) && \
224 Feld[x][y] == EL_ACID) || \
225 IS_FOOD_PIG(Feld[x][y])))
227 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
228 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
229 (CAN_MOVE_INTO_ACID(e) && \
230 Feld[x][y] == EL_ACID) || \
231 IS_FOOD_PENGUIN(Feld[x][y]) || \
232 Feld[x][y] == EL_EXIT_OPEN))
234 #define DRAGON_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)))
239 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
240 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
241 (CAN_MOVE_INTO_ACID(e) && \
242 Feld[x][y] == EL_ACID) || \
245 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
246 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
247 (CAN_MOVE_INTO_ACID(e) && \
248 Feld[x][y] == EL_ACID)))
252 #define GROUP_NR(e) ((e) - EL_GROUP_START)
253 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
254 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
255 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
257 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
258 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
261 #define CE_ENTER_FIELD_COND(e, x, y) \
262 (!IS_PLAYER(x, y) && \
263 (Feld[x][y] == EL_ACID || \
264 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
266 #define CE_ENTER_FIELD_COND(e, x, y) \
267 (!IS_PLAYER(x, y) && \
268 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
271 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
272 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
274 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
275 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
277 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
278 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
279 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
280 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
282 /* game button identifiers */
283 #define GAME_CTRL_ID_STOP 0
284 #define GAME_CTRL_ID_PAUSE 1
285 #define GAME_CTRL_ID_PLAY 2
286 #define SOUND_CTRL_ID_MUSIC 3
287 #define SOUND_CTRL_ID_LOOPS 4
288 #define SOUND_CTRL_ID_SIMPLE 5
290 #define NUM_GAME_BUTTONS 6
293 /* forward declaration for internal use */
295 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
296 static boolean MovePlayer(struct PlayerInfo *, int, int);
297 static void ScrollPlayer(struct PlayerInfo *, int);
298 static void ScrollScreen(struct PlayerInfo *, int);
300 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
302 static void InitBeltMovement(void);
303 static void CloseAllOpenTimegates(void);
304 static void CheckGravityMovement(struct PlayerInfo *);
305 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
306 static void KillHeroUnlessEnemyProtected(int, int);
307 static void KillHeroUnlessExplosionProtected(int, int);
309 static void TestIfPlayerTouchesCustomElement(int, int);
310 static void TestIfElementTouchesCustomElement(int, int);
311 static void TestIfElementHitsCustomElement(int, int, int);
313 static void TestIfElementSmashesCustomElement(int, int, int);
316 static void ChangeElement(int, int, int);
318 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
319 #define CheckTriggeredElementChange(x, y, e, ev) \
320 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
322 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
323 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
324 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
325 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
326 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
327 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
330 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
331 #define CheckElementChange(x, y, e, te, ev) \
332 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
333 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
334 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
335 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
336 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
337 #define CheckElementChangeByPage(x, y, e, te, ev, p) \
338 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
340 static void PlayLevelSound(int, int, int);
341 static void PlayLevelSoundNearest(int, int, int);
342 static void PlayLevelSoundAction(int, int, int);
343 static void PlayLevelSoundElementAction(int, int, int, int);
344 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
345 static void PlayLevelSoundActionIfLoop(int, int, int);
346 static void StopLevelSoundActionIfLoop(int, int, int);
347 static void PlayLevelMusic();
349 static void MapGameButtons();
350 static void HandleGameButtons(struct GadgetInfo *);
352 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
355 /* ------------------------------------------------------------------------- */
356 /* definition of elements that automatically change to other elements after */
357 /* a specified time, eventually calling a function when changing */
358 /* ------------------------------------------------------------------------- */
360 /* forward declaration for changer functions */
361 static void InitBuggyBase(int x, int y);
362 static void WarnBuggyBase(int x, int y);
364 static void InitTrap(int x, int y);
365 static void ActivateTrap(int x, int y);
366 static void ChangeActiveTrap(int x, int y);
368 static void InitRobotWheel(int x, int y);
369 static void RunRobotWheel(int x, int y);
370 static void StopRobotWheel(int x, int y);
372 static void InitTimegateWheel(int x, int y);
373 static void RunTimegateWheel(int x, int y);
375 struct ChangingElementInfo
380 void (*pre_change_function)(int x, int y);
381 void (*change_function)(int x, int y);
382 void (*post_change_function)(int x, int y);
385 static struct ChangingElementInfo change_delay_list[] =
436 EL_SWITCHGATE_OPENING,
444 EL_SWITCHGATE_CLOSING,
445 EL_SWITCHGATE_CLOSED,
477 EL_ACID_SPLASH_RIGHT,
486 EL_SP_BUGGY_BASE_ACTIVATING,
493 EL_SP_BUGGY_BASE_ACTIVATING,
494 EL_SP_BUGGY_BASE_ACTIVE,
501 EL_SP_BUGGY_BASE_ACTIVE,
525 EL_ROBOT_WHEEL_ACTIVE,
533 EL_TIMEGATE_SWITCH_ACTIVE,
554 int push_delay_fixed, push_delay_random;
559 { EL_BALLOON, 0, 0 },
561 { EL_SOKOBAN_OBJECT, 2, 0 },
562 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
563 { EL_SATELLITE, 2, 0 },
564 { EL_SP_DISK_YELLOW, 2, 0 },
566 { EL_UNDEFINED, 0, 0 },
574 move_stepsize_list[] =
576 { EL_AMOEBA_DROP, 2 },
577 { EL_AMOEBA_DROPPING, 2 },
578 { EL_QUICKSAND_FILLING, 1 },
579 { EL_QUICKSAND_EMPTYING, 1 },
580 { EL_MAGIC_WALL_FILLING, 2 },
581 { EL_BD_MAGIC_WALL_FILLING, 2 },
582 { EL_MAGIC_WALL_EMPTYING, 2 },
583 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
593 collect_count_list[] =
596 { EL_BD_DIAMOND, 1 },
597 { EL_EMERALD_YELLOW, 1 },
598 { EL_EMERALD_RED, 1 },
599 { EL_EMERALD_PURPLE, 1 },
601 { EL_SP_INFOTRON, 1 },
613 access_direction_list[] =
615 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
616 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
617 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
618 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
619 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
620 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
621 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
622 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
623 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
624 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
625 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
627 { EL_SP_PORT_LEFT, MV_RIGHT },
628 { EL_SP_PORT_RIGHT, MV_LEFT },
629 { EL_SP_PORT_UP, MV_DOWN },
630 { EL_SP_PORT_DOWN, MV_UP },
631 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
632 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
633 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
634 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
635 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
636 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
637 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
639 { EL_UNDEFINED, MV_NO_MOVING }
642 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
644 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
645 CH_EVENT_BIT(CE_DELAY))
646 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
647 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
648 IS_JUST_CHANGING(x, y))
650 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
653 void GetPlayerConfig()
655 if (!audio.sound_available)
656 setup.sound_simple = FALSE;
658 if (!audio.loops_available)
659 setup.sound_loops = FALSE;
661 if (!audio.music_available)
662 setup.sound_music = FALSE;
664 if (!video.fullscreen_available)
665 setup.fullscreen = FALSE;
667 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
669 SetAudioMode(setup.sound);
673 static int getBeltNrFromBeltElement(int element)
675 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
676 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
677 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
680 static int getBeltNrFromBeltActiveElement(int element)
682 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
683 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
684 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
687 static int getBeltNrFromBeltSwitchElement(int element)
689 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
690 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
691 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
694 static int getBeltDirNrFromBeltSwitchElement(int element)
696 static int belt_base_element[4] =
698 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
699 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
700 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
701 EL_CONVEYOR_BELT_4_SWITCH_LEFT
704 int belt_nr = getBeltNrFromBeltSwitchElement(element);
705 int belt_dir_nr = element - belt_base_element[belt_nr];
707 return (belt_dir_nr % 3);
710 static int getBeltDirFromBeltSwitchElement(int element)
712 static int belt_move_dir[3] =
719 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
721 return belt_move_dir[belt_dir_nr];
724 static void InitPlayerField(int x, int y, int element, boolean init_game)
726 if (element == EL_SP_MURPHY)
730 if (stored_player[0].present)
732 Feld[x][y] = EL_SP_MURPHY_CLONE;
738 stored_player[0].use_murphy_graphic = TRUE;
741 Feld[x][y] = EL_PLAYER_1;
747 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
748 int jx = player->jx, jy = player->jy;
750 player->present = TRUE;
752 player->block_last_field = (element == EL_SP_MURPHY ?
753 level.sp_block_last_field :
754 level.block_last_field);
756 if (!options.network || player->connected)
758 player->active = TRUE;
760 /* remove potentially duplicate players */
761 if (StorePlayer[jx][jy] == Feld[x][y])
762 StorePlayer[jx][jy] = 0;
764 StorePlayer[x][y] = Feld[x][y];
768 printf("Player %d activated.\n", player->element_nr);
769 printf("[Local player is %d and currently %s.]\n",
770 local_player->element_nr,
771 local_player->active ? "active" : "not active");
775 Feld[x][y] = EL_EMPTY;
777 player->jx = player->last_jx = x;
778 player->jy = player->last_jy = y;
782 static void InitField(int x, int y, boolean init_game)
784 int element = Feld[x][y];
793 InitPlayerField(x, y, element, init_game);
796 case EL_SOKOBAN_FIELD_PLAYER:
797 element = Feld[x][y] = EL_PLAYER_1;
798 InitField(x, y, init_game);
800 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
801 InitField(x, y, init_game);
804 case EL_SOKOBAN_FIELD_EMPTY:
805 local_player->sokobanfields_still_needed++;
809 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
810 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
811 else if (x > 0 && Feld[x-1][y] == EL_ACID)
812 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
813 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
814 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
815 else if (y > 0 && Feld[x][y-1] == EL_ACID)
816 Feld[x][y] = EL_ACID_POOL_BOTTOM;
817 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
818 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
826 case EL_SPACESHIP_RIGHT:
827 case EL_SPACESHIP_UP:
828 case EL_SPACESHIP_LEFT:
829 case EL_SPACESHIP_DOWN:
831 case EL_BD_BUTTERFLY_RIGHT:
832 case EL_BD_BUTTERFLY_UP:
833 case EL_BD_BUTTERFLY_LEFT:
834 case EL_BD_BUTTERFLY_DOWN:
835 case EL_BD_BUTTERFLY:
836 case EL_BD_FIREFLY_RIGHT:
837 case EL_BD_FIREFLY_UP:
838 case EL_BD_FIREFLY_LEFT:
839 case EL_BD_FIREFLY_DOWN:
841 case EL_PACMAN_RIGHT:
865 if (y == lev_fieldy - 1)
867 Feld[x][y] = EL_AMOEBA_GROWING;
868 Store[x][y] = EL_AMOEBA_WET;
872 case EL_DYNAMITE_ACTIVE:
873 case EL_SP_DISK_RED_ACTIVE:
874 case EL_DYNABOMB_PLAYER_1_ACTIVE:
875 case EL_DYNABOMB_PLAYER_2_ACTIVE:
876 case EL_DYNABOMB_PLAYER_3_ACTIVE:
877 case EL_DYNABOMB_PLAYER_4_ACTIVE:
882 local_player->lights_still_needed++;
886 local_player->friends_still_needed++;
891 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
896 Feld[x][y] = EL_EMPTY;
901 case EL_EM_KEY_1_FILE:
902 Feld[x][y] = EL_EM_KEY_1;
904 case EL_EM_KEY_2_FILE:
905 Feld[x][y] = EL_EM_KEY_2;
907 case EL_EM_KEY_3_FILE:
908 Feld[x][y] = EL_EM_KEY_3;
910 case EL_EM_KEY_4_FILE:
911 Feld[x][y] = EL_EM_KEY_4;
915 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
916 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
917 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
918 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
919 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
920 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
921 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
922 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
923 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
924 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
925 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
926 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
929 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
930 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
931 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
933 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
935 game.belt_dir[belt_nr] = belt_dir;
936 game.belt_dir_nr[belt_nr] = belt_dir_nr;
938 else /* more than one switch -- set it like the first switch */
940 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
945 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
947 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
950 case EL_LIGHT_SWITCH_ACTIVE:
952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
956 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
958 else if (IS_GROUP_ELEMENT(element))
960 struct ElementGroupInfo *group = element_info[element].group;
961 int last_anim_random_frame = gfx.anim_random_frame;
964 if (group->choice_mode == ANIM_RANDOM)
965 gfx.anim_random_frame = RND(group->num_elements_resolved);
967 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
968 group->choice_mode, 0,
971 if (group->choice_mode == ANIM_RANDOM)
972 gfx.anim_random_frame = last_anim_random_frame;
976 Feld[x][y] = group->element_resolved[element_pos];
978 InitField(x, y, init_game);
984 static inline void InitField_WithBug1(int x, int y, boolean init_game)
986 InitField(x, y, init_game);
988 /* not needed to call InitMovDir() -- already done by InitField()! */
989 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
990 CAN_MOVE(Feld[x][y]))
994 static inline void InitField_WithBug2(int x, int y, boolean init_game)
996 int old_element = Feld[x][y];
998 InitField(x, y, init_game);
1000 /* not needed to call InitMovDir() -- already done by InitField()! */
1001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1002 CAN_MOVE(old_element) &&
1003 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1006 /* this case is in fact a combination of not less than three bugs:
1007 first, it calls InitMovDir() for elements that can move, although this is
1008 already done by InitField(); then, it checks the element that was at this
1009 field _before_ the call to InitField() (which can change it); lastly, it
1010 was not called for "mole with direction" elements, which were treated as
1011 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1015 inline void DrawGameValue_Emeralds(int value)
1017 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
1020 inline void DrawGameValue_Dynamite(int value)
1022 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
1025 inline void DrawGameValue_Keys(struct PlayerInfo *player)
1029 for (i = 0; i < MAX_KEYS; i++)
1031 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1032 el2edimg(EL_KEY_1 + i));
1035 inline void DrawGameValue_Score(int value)
1037 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1040 inline void DrawGameValue_Time(int value)
1043 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1045 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1048 inline void DrawGameValue_Level(int value)
1051 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1054 /* misuse area for displaying emeralds to draw bigger level number */
1055 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1056 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1058 /* now copy it to the area for displaying level number */
1059 BlitBitmap(drawto, drawto,
1060 DX_EMERALDS, DY_EMERALDS + 1,
1061 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1062 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1063 DX_LEVEL - 1, DY_LEVEL + 1);
1065 /* restore the area for displaying emeralds */
1066 DrawGameValue_Emeralds(local_player->gems_still_needed);
1068 /* yes, this is all really ugly :-) */
1072 void DrawGameDoorValues()
1076 DrawGameValue_Level(level_nr);
1078 for (i = 0; i < MAX_PLAYERS; i++)
1079 DrawGameValue_Keys(&stored_player[i]);
1081 DrawGameValue_Emeralds(local_player->gems_still_needed);
1082 DrawGameValue_Dynamite(local_player->inventory_size);
1083 DrawGameValue_Score(local_player->score);
1084 DrawGameValue_Time(TimeLeft);
1087 static void resolve_group_element(int group_element, int recursion_depth)
1089 static int group_nr;
1090 static struct ElementGroupInfo *group;
1091 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1094 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1096 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1097 group_element - EL_GROUP_START + 1);
1099 /* replace element which caused too deep recursion by question mark */
1100 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1105 if (recursion_depth == 0) /* initialization */
1107 group = element_info[group_element].group;
1108 group_nr = group_element - EL_GROUP_START;
1110 group->num_elements_resolved = 0;
1111 group->choice_pos = 0;
1114 for (i = 0; i < actual_group->num_elements; i++)
1116 int element = actual_group->element[i];
1118 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1121 if (IS_GROUP_ELEMENT(element))
1122 resolve_group_element(element, recursion_depth + 1);
1125 group->element_resolved[group->num_elements_resolved++] = element;
1126 element_info[element].in_group[group_nr] = TRUE;
1131 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1133 printf("::: group %d: %d resolved elements\n",
1134 group_element - EL_GROUP_START, group->num_elements_resolved);
1135 for (i = 0; i < group->num_elements_resolved; i++)
1136 printf("::: - %d ['%s']\n", group->element_resolved[i],
1137 element_info[group->element_resolved[i]].token_name);
1144 =============================================================================
1146 -----------------------------------------------------------------------------
1147 initialize game engine due to level / tape version number
1148 =============================================================================
1151 static void InitGameEngine()
1155 /* set game engine from tape file when re-playing, else from level file */
1156 game.engine_version = (tape.playing ? tape.engine_version :
1157 level.game_version);
1159 /* dynamically adjust element properties according to game engine version */
1160 InitElementPropertiesEngine(game.engine_version);
1163 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1164 printf(" tape version == %06d [%s] [file: %06d]\n",
1165 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1167 printf(" => game.engine_version == %06d\n", game.engine_version);
1170 /* ---------- recursively resolve group elements ------------------------- */
1172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1173 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1174 element_info[i].in_group[j] = FALSE;
1176 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1177 resolve_group_element(EL_GROUP_START + i, 0);
1179 /* ---------- initialize player's initial move delay --------------------- */
1181 /* dynamically adjust player properties according to game engine version */
1182 game.initial_move_delay =
1183 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1184 INITIAL_MOVE_DELAY_OFF);
1186 /* dynamically adjust player properties according to level information */
1187 game.initial_move_delay_value =
1188 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1190 /* ---------- initialize player's initial push delay --------------------- */
1192 /* dynamically adjust player properties according to game engine version */
1193 game.initial_push_delay_value =
1194 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1196 /* ---------- initialize changing elements ------------------------------- */
1198 /* initialize changing elements information */
1199 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1201 struct ElementInfo *ei = &element_info[i];
1203 /* this pointer might have been changed in the level editor */
1204 ei->change = &ei->change_page[0];
1206 if (!IS_CUSTOM_ELEMENT(i))
1208 ei->change->target_element = EL_EMPTY_SPACE;
1209 ei->change->delay_fixed = 0;
1210 ei->change->delay_random = 0;
1211 ei->change->delay_frames = 1;
1214 ei->change_events = CE_BITMASK_DEFAULT;
1215 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1217 ei->event_page_nr[j] = 0;
1218 ei->event_page[j] = &ei->change_page[0];
1222 /* add changing elements from pre-defined list */
1223 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1225 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1226 struct ElementInfo *ei = &element_info[ch_delay->element];
1228 ei->change->target_element = ch_delay->target_element;
1229 ei->change->delay_fixed = ch_delay->change_delay;
1231 ei->change->pre_change_function = ch_delay->pre_change_function;
1232 ei->change->change_function = ch_delay->change_function;
1233 ei->change->post_change_function = ch_delay->post_change_function;
1235 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1238 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1243 /* add change events from custom element configuration */
1244 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1246 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1248 for (j = 0; j < ei->num_change_pages; j++)
1250 if (!ei->change_page[j].can_change)
1253 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1255 /* only add event page for the first page found with this event */
1256 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1257 !(ei->change_events & CH_EVENT_BIT(k)))
1259 ei->change_events |= CH_EVENT_BIT(k);
1260 ei->event_page_nr[k] = j;
1261 ei->event_page[k] = &ei->change_page[j];
1269 /* add change events from custom element configuration */
1270 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1272 int element = EL_CUSTOM_START + i;
1274 /* only add custom elements that change after fixed/random frame delay */
1275 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1276 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1280 /* ---------- initialize run-time trigger player and element ------------- */
1282 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1284 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1286 for (j = 0; j < ei->num_change_pages; j++)
1288 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1289 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1293 /* ---------- initialize trigger events ---------------------------------- */
1295 /* initialize trigger events information */
1296 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1297 trigger_events[i] = EP_BITMASK_DEFAULT;
1300 /* add trigger events from element change event properties */
1301 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1303 struct ElementInfo *ei = &element_info[i];
1305 for (j = 0; j < ei->num_change_pages; j++)
1307 if (!ei->change_page[j].can_change)
1310 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1312 int trigger_element = ei->change_page[j].trigger_element;
1314 if (IS_GROUP_ELEMENT(trigger_element))
1316 struct ElementGroupInfo *group = element_info[trigger_element].group;
1318 for (k = 0; k < group->num_elements_resolved; k++)
1319 trigger_events[group->element_resolved[k]]
1320 |= ei->change_page[j].events;
1323 trigger_events[trigger_element] |= ei->change_page[j].events;
1328 /* add trigger events from element change event properties */
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1330 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1331 trigger_events[element_info[i].change->trigger_element] |=
1332 element_info[i].change->events;
1335 /* ---------- initialize push delay -------------------------------------- */
1337 /* initialize push delay values to default */
1338 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1340 if (!IS_CUSTOM_ELEMENT(i))
1342 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1343 element_info[i].push_delay_random = game.default_push_delay_random;
1347 /* set push delay value for certain elements from pre-defined list */
1348 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1350 int e = push_delay_list[i].element;
1352 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1353 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1356 /* set push delay value for Supaplex elements for newer engine versions */
1357 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1359 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1361 if (IS_SP_ELEMENT(i))
1363 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1364 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1369 /* ---------- initialize move stepsize ----------------------------------- */
1371 /* initialize move stepsize values to default */
1372 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1373 if (!IS_CUSTOM_ELEMENT(i))
1374 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1376 /* set move stepsize value for certain elements from pre-defined list */
1377 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1379 int e = move_stepsize_list[i].element;
1381 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1385 /* ---------- initialize move dig/leave ---------------------------------- */
1387 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1389 element_info[i].can_leave_element = FALSE;
1390 element_info[i].can_leave_element_last = FALSE;
1394 /* ---------- initialize gem count --------------------------------------- */
1396 /* initialize gem count values for each element */
1397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1398 if (!IS_CUSTOM_ELEMENT(i))
1399 element_info[i].collect_count = 0;
1401 /* add gem count values for all elements from pre-defined list */
1402 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1403 element_info[collect_count_list[i].element].collect_count =
1404 collect_count_list[i].count;
1406 /* ---------- initialize access direction -------------------------------- */
1408 /* initialize access direction values to default (access from every side) */
1409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1410 if (!IS_CUSTOM_ELEMENT(i))
1411 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1413 /* set access direction value for certain elements from pre-defined list */
1414 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1415 element_info[access_direction_list[i].element].access_direction =
1416 access_direction_list[i].direction;
1421 =============================================================================
1423 -----------------------------------------------------------------------------
1424 initialize and start new game
1425 =============================================================================
1430 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1431 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1432 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1439 #if USE_NEW_AMOEBA_CODE
1440 printf("Using new amoeba code.\n");
1442 printf("Using old amoeba code.\n");
1447 /* don't play tapes over network */
1448 network_playing = (options.network && !tape.playing);
1450 for (i = 0; i < MAX_PLAYERS; i++)
1452 struct PlayerInfo *player = &stored_player[i];
1454 player->index_nr = i;
1455 player->index_bit = (1 << i);
1456 player->element_nr = EL_PLAYER_1 + i;
1458 player->present = FALSE;
1459 player->active = FALSE;
1462 player->effective_action = 0;
1463 player->programmed_action = 0;
1466 player->gems_still_needed = level.gems_needed;
1467 player->sokobanfields_still_needed = 0;
1468 player->lights_still_needed = 0;
1469 player->friends_still_needed = 0;
1471 for (j = 0; j < MAX_KEYS; j++)
1472 player->key[j] = FALSE;
1474 player->dynabomb_count = 0;
1475 player->dynabomb_size = 1;
1476 player->dynabombs_left = 0;
1477 player->dynabomb_xl = FALSE;
1479 player->MovDir = MV_NO_MOVING;
1482 player->GfxDir = MV_NO_MOVING;
1483 player->GfxAction = ACTION_DEFAULT;
1485 player->StepFrame = 0;
1487 player->use_murphy_graphic = FALSE;
1489 player->block_last_field = FALSE;
1490 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1492 player->actual_frame_counter = 0;
1494 player->step_counter = 0;
1496 player->last_move_dir = MV_NO_MOVING;
1498 player->is_waiting = FALSE;
1499 player->is_moving = FALSE;
1500 player->is_auto_moving = FALSE;
1501 player->is_digging = FALSE;
1502 player->is_snapping = FALSE;
1503 player->is_collecting = FALSE;
1504 player->is_pushing = FALSE;
1505 player->is_switching = FALSE;
1506 player->is_dropping = FALSE;
1508 player->is_bored = FALSE;
1509 player->is_sleeping = FALSE;
1511 player->frame_counter_bored = -1;
1512 player->frame_counter_sleeping = -1;
1514 player->anim_delay_counter = 0;
1515 player->post_delay_counter = 0;
1517 player->action_waiting = ACTION_DEFAULT;
1518 player->last_action_waiting = ACTION_DEFAULT;
1519 player->special_action_bored = ACTION_DEFAULT;
1520 player->special_action_sleeping = ACTION_DEFAULT;
1522 player->num_special_action_bored = 0;
1523 player->num_special_action_sleeping = 0;
1525 /* determine number of special actions for bored and sleeping animation */
1526 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1528 boolean found = FALSE;
1530 for (k = 0; k < NUM_DIRECTIONS; k++)
1531 if (el_act_dir2img(player->element_nr, j, k) !=
1532 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1536 player->num_special_action_bored++;
1540 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1542 boolean found = FALSE;
1544 for (k = 0; k < NUM_DIRECTIONS; k++)
1545 if (el_act_dir2img(player->element_nr, j, k) !=
1546 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1550 player->num_special_action_sleeping++;
1555 player->switch_x = -1;
1556 player->switch_y = -1;
1558 player->show_envelope = 0;
1560 player->move_delay = game.initial_move_delay;
1561 player->move_delay_value = game.initial_move_delay_value;
1563 player->move_delay_reset_counter = 0;
1565 player->push_delay = 0;
1566 player->push_delay_value = game.initial_push_delay_value;
1568 player->drop_delay = 0;
1570 player->last_jx = player->last_jy = 0;
1571 player->jx = player->jy = 0;
1573 player->shield_normal_time_left = 0;
1574 player->shield_deadly_time_left = 0;
1576 player->inventory_infinite_element = EL_UNDEFINED;
1577 player->inventory_size = 0;
1579 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1580 SnapField(player, 0, 0);
1582 player->LevelSolved = FALSE;
1583 player->GameOver = FALSE;
1586 network_player_action_received = FALSE;
1588 #if defined(NETWORK_AVALIABLE)
1589 /* initial null action */
1590 if (network_playing)
1591 SendToServer_MovePlayer(MV_NO_MOVING);
1599 TimeLeft = level.time;
1602 ScreenMovDir = MV_NO_MOVING;
1606 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1608 AllPlayersGone = FALSE;
1610 game.yamyam_content_nr = 0;
1611 game.magic_wall_active = FALSE;
1612 game.magic_wall_time_left = 0;
1613 game.light_time_left = 0;
1614 game.timegate_time_left = 0;
1615 game.switchgate_pos = 0;
1616 game.balloon_dir = MV_NO_MOVING;
1617 game.gravity = level.initial_gravity;
1618 game.explosions_delayed = TRUE;
1620 game.envelope_active = FALSE;
1622 for (i = 0; i < NUM_BELTS; i++)
1624 game.belt_dir[i] = MV_NO_MOVING;
1625 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1628 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1629 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1631 for (x = 0; x < lev_fieldx; x++)
1633 for (y = 0; y < lev_fieldy; y++)
1635 Feld[x][y] = level.field[x][y];
1636 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1637 ChangeDelay[x][y] = 0;
1638 ChangePage[x][y] = -1;
1639 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1641 WasJustMoving[x][y] = 0;
1642 WasJustFalling[x][y] = 0;
1643 CheckCollision[x][y] = 0;
1645 Pushed[x][y] = FALSE;
1647 Changed[x][y] = CE_BITMASK_DEFAULT;
1648 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1650 ExplodePhase[x][y] = 0;
1651 ExplodeDelay[x][y] = 0;
1652 ExplodeField[x][y] = EX_TYPE_NONE;
1654 RunnerVisit[x][y] = 0;
1655 PlayerVisit[x][y] = 0;
1658 GfxRandom[x][y] = INIT_GFX_RANDOM();
1659 GfxElement[x][y] = EL_UNDEFINED;
1660 GfxAction[x][y] = ACTION_DEFAULT;
1661 GfxDir[x][y] = MV_NO_MOVING;
1665 for (y = 0; y < lev_fieldy; y++)
1667 for (x = 0; x < lev_fieldx; x++)
1669 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1671 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1673 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1676 InitField(x, y, TRUE);
1682 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1683 emulate_sb ? EMU_SOKOBAN :
1684 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1686 /* initialize explosion and ignition delay */
1687 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1689 if (!IS_CUSTOM_ELEMENT(i))
1692 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1693 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1694 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1695 int last_phase = (num_phase + 1) * delay;
1696 int half_phase = (num_phase / 2) * delay;
1698 element_info[i].explosion_delay = last_phase - 1;
1699 element_info[i].ignition_delay = half_phase;
1702 if (i == EL_BLACK_ORB)
1703 element_info[i].ignition_delay = 0;
1705 if (i == EL_BLACK_ORB)
1706 element_info[i].ignition_delay = 1;
1711 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1712 element_info[i].explosion_delay = 1;
1714 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1715 element_info[i].ignition_delay = 1;
1719 /* correct non-moving belts to start moving left */
1720 for (i = 0; i < NUM_BELTS; i++)
1721 if (game.belt_dir[i] == MV_NO_MOVING)
1722 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1724 /* check if any connected player was not found in playfield */
1725 for (i = 0; i < MAX_PLAYERS; i++)
1727 struct PlayerInfo *player = &stored_player[i];
1729 if (player->connected && !player->present)
1731 for (j = 0; j < MAX_PLAYERS; j++)
1733 struct PlayerInfo *some_player = &stored_player[j];
1734 int jx = some_player->jx, jy = some_player->jy;
1736 /* assign first free player found that is present in the playfield */
1737 if (some_player->present && !some_player->connected)
1739 player->present = TRUE;
1740 player->active = TRUE;
1742 some_player->present = FALSE;
1743 some_player->active = FALSE;
1746 player->element_nr = some_player->element_nr;
1749 StorePlayer[jx][jy] = player->element_nr;
1750 player->jx = player->last_jx = jx;
1751 player->jy = player->last_jy = jy;
1761 /* when playing a tape, eliminate all players which do not participate */
1763 for (i = 0; i < MAX_PLAYERS; i++)
1765 if (stored_player[i].active && !tape.player_participates[i])
1767 struct PlayerInfo *player = &stored_player[i];
1768 int jx = player->jx, jy = player->jy;
1770 player->active = FALSE;
1771 StorePlayer[jx][jy] = 0;
1772 Feld[jx][jy] = EL_EMPTY;
1776 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1778 /* when in single player mode, eliminate all but the first active player */
1780 for (i = 0; i < MAX_PLAYERS; i++)
1782 if (stored_player[i].active)
1784 for (j = i + 1; j < MAX_PLAYERS; j++)
1786 if (stored_player[j].active)
1788 struct PlayerInfo *player = &stored_player[j];
1789 int jx = player->jx, jy = player->jy;
1791 player->active = FALSE;
1792 player->present = FALSE;
1794 StorePlayer[jx][jy] = 0;
1795 Feld[jx][jy] = EL_EMPTY;
1802 /* when recording the game, store which players take part in the game */
1805 for (i = 0; i < MAX_PLAYERS; i++)
1806 if (stored_player[i].active)
1807 tape.player_participates[i] = TRUE;
1812 for (i = 0; i < MAX_PLAYERS; i++)
1814 struct PlayerInfo *player = &stored_player[i];
1816 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1821 if (local_player == player)
1822 printf("Player %d is local player.\n", i+1);
1826 if (BorderElement == EL_EMPTY)
1829 SBX_Right = lev_fieldx - SCR_FIELDX;
1831 SBY_Lower = lev_fieldy - SCR_FIELDY;
1836 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1838 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1841 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1842 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1844 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1845 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1847 /* if local player not found, look for custom element that might create
1848 the player (make some assumptions about the right custom element) */
1849 if (!local_player->present)
1851 int start_x = 0, start_y = 0;
1852 int found_rating = 0;
1853 int found_element = EL_UNDEFINED;
1855 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1857 int element = Feld[x][y];
1862 if (!IS_CUSTOM_ELEMENT(element))
1865 if (CAN_CHANGE(element))
1867 for (i = 0; i < element_info[element].num_change_pages; i++)
1869 content = element_info[element].change_page[i].target_element;
1870 is_player = ELEM_IS_PLAYER(content);
1872 if (is_player && (found_rating < 3 || element < found_element))
1878 found_element = element;
1883 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1885 content = element_info[element].content[xx][yy];
1886 is_player = ELEM_IS_PLAYER(content);
1888 if (is_player && (found_rating < 2 || element < found_element))
1890 start_x = x + xx - 1;
1891 start_y = y + yy - 1;
1894 found_element = element;
1897 if (!CAN_CHANGE(element))
1900 for (i = 0; i < element_info[element].num_change_pages; i++)
1902 content= element_info[element].change_page[i].target_content[xx][yy];
1903 is_player = ELEM_IS_PLAYER(content);
1905 if (is_player && (found_rating < 1 || element < found_element))
1907 start_x = x + xx - 1;
1908 start_y = y + yy - 1;
1911 found_element = element;
1917 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1918 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1921 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1922 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1928 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1929 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1930 local_player->jx - MIDPOSX);
1932 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1933 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1934 local_player->jy - MIDPOSY);
1936 scroll_x = SBX_Left;
1937 scroll_y = SBY_Upper;
1938 if (local_player->jx >= SBX_Left + MIDPOSX)
1939 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1940 local_player->jx - MIDPOSX :
1942 if (local_player->jy >= SBY_Upper + MIDPOSY)
1943 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1944 local_player->jy - MIDPOSY :
1949 CloseDoor(DOOR_CLOSE_1);
1954 /* after drawing the level, correct some elements */
1955 if (game.timegate_time_left == 0)
1956 CloseAllOpenTimegates();
1958 if (setup.soft_scrolling)
1959 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1961 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1964 /* copy default game door content to main double buffer */
1965 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1966 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1968 DrawGameDoorValues();
1972 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1973 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1974 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1978 /* copy actual game door content to door double buffer for OpenDoor() */
1979 BlitBitmap(drawto, bitmap_db_door,
1980 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1982 OpenDoor(DOOR_OPEN_ALL);
1984 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1986 if (setup.sound_music)
1989 KeyboardAutoRepeatOffUnlessAutoplay();
1993 for (i = 0; i < MAX_PLAYERS; i++)
1994 printf("Player %d %sactive.\n",
1995 i + 1, (stored_player[i].active ? "" : "not "));
1999 printf("::: starting game [%d]\n", FrameCounter);
2003 void InitMovDir(int x, int y)
2005 int i, element = Feld[x][y];
2006 static int xy[4][2] =
2013 static int direction[3][4] =
2015 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2016 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2017 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2026 Feld[x][y] = EL_BUG;
2027 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2030 case EL_SPACESHIP_RIGHT:
2031 case EL_SPACESHIP_UP:
2032 case EL_SPACESHIP_LEFT:
2033 case EL_SPACESHIP_DOWN:
2034 Feld[x][y] = EL_SPACESHIP;
2035 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2038 case EL_BD_BUTTERFLY_RIGHT:
2039 case EL_BD_BUTTERFLY_UP:
2040 case EL_BD_BUTTERFLY_LEFT:
2041 case EL_BD_BUTTERFLY_DOWN:
2042 Feld[x][y] = EL_BD_BUTTERFLY;
2043 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2046 case EL_BD_FIREFLY_RIGHT:
2047 case EL_BD_FIREFLY_UP:
2048 case EL_BD_FIREFLY_LEFT:
2049 case EL_BD_FIREFLY_DOWN:
2050 Feld[x][y] = EL_BD_FIREFLY;
2051 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2054 case EL_PACMAN_RIGHT:
2056 case EL_PACMAN_LEFT:
2057 case EL_PACMAN_DOWN:
2058 Feld[x][y] = EL_PACMAN;
2059 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2062 case EL_SP_SNIKSNAK:
2063 MovDir[x][y] = MV_UP;
2066 case EL_SP_ELECTRON:
2067 MovDir[x][y] = MV_LEFT;
2074 Feld[x][y] = EL_MOLE;
2075 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2079 if (IS_CUSTOM_ELEMENT(element))
2081 struct ElementInfo *ei = &element_info[element];
2082 int move_direction_initial = ei->move_direction_initial;
2083 int move_pattern = ei->move_pattern;
2085 if (move_direction_initial == MV_START_PREVIOUS)
2087 if (MovDir[x][y] != MV_NO_MOVING)
2090 move_direction_initial = MV_START_AUTOMATIC;
2093 if (move_direction_initial == MV_START_RANDOM)
2094 MovDir[x][y] = 1 << RND(4);
2095 else if (move_direction_initial & MV_ANY_DIRECTION)
2096 MovDir[x][y] = move_direction_initial;
2097 else if (move_pattern == MV_ALL_DIRECTIONS ||
2098 move_pattern == MV_TURNING_LEFT ||
2099 move_pattern == MV_TURNING_RIGHT ||
2100 move_pattern == MV_TURNING_LEFT_RIGHT ||
2101 move_pattern == MV_TURNING_RIGHT_LEFT ||
2102 move_pattern == MV_TURNING_RANDOM)
2103 MovDir[x][y] = 1 << RND(4);
2104 else if (move_pattern == MV_HORIZONTAL)
2105 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2106 else if (move_pattern == MV_VERTICAL)
2107 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2108 else if (move_pattern & MV_ANY_DIRECTION)
2109 MovDir[x][y] = element_info[element].move_pattern;
2110 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2111 move_pattern == MV_ALONG_RIGHT_SIDE)
2114 /* use random direction as default start direction */
2115 if (game.engine_version >= VERSION_IDENT(3,1,0,2))
2116 MovDir[x][y] = 1 << RND(4);
2119 for (i = 0; i < NUM_DIRECTIONS; i++)
2121 int x1 = x + xy[i][0];
2122 int y1 = y + xy[i][1];
2124 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2126 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2127 MovDir[x][y] = direction[0][i];
2129 MovDir[x][y] = direction[1][i];
2138 MovDir[x][y] = 1 << RND(4);
2140 if (element != EL_BUG &&
2141 element != EL_SPACESHIP &&
2142 element != EL_BD_BUTTERFLY &&
2143 element != EL_BD_FIREFLY)
2146 for (i = 0; i < NUM_DIRECTIONS; i++)
2148 int x1 = x + xy[i][0];
2149 int y1 = y + xy[i][1];
2151 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2153 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2155 MovDir[x][y] = direction[0][i];
2158 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2159 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2161 MovDir[x][y] = direction[1][i];
2170 GfxDir[x][y] = MovDir[x][y];
2173 void InitAmoebaNr(int x, int y)
2176 int group_nr = AmoebeNachbarNr(x, y);
2180 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2182 if (AmoebaCnt[i] == 0)
2190 AmoebaNr[x][y] = group_nr;
2191 AmoebaCnt[group_nr]++;
2192 AmoebaCnt2[group_nr]++;
2198 boolean raise_level = FALSE;
2200 if (local_player->MovPos)
2204 if (tape.auto_play) /* tape might already be stopped here */
2205 tape.auto_play_level_solved = TRUE;
2207 if (tape.playing && tape.auto_play)
2208 tape.auto_play_level_solved = TRUE;
2211 local_player->LevelSolved = FALSE;
2213 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2217 if (!tape.playing && setup.sound_loops)
2218 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2219 SND_CTRL_PLAY_LOOP);
2221 while (TimeLeft > 0)
2223 if (!tape.playing && !setup.sound_loops)
2224 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2225 if (TimeLeft > 0 && !(TimeLeft % 10))
2226 RaiseScore(level.score[SC_TIME_BONUS]);
2227 if (TimeLeft > 100 && !(TimeLeft % 10))
2232 DrawGameValue_Time(TimeLeft);
2240 if (!tape.playing && setup.sound_loops)
2241 StopSound(SND_GAME_LEVELTIME_BONUS);
2243 else if (level.time == 0) /* level without time limit */
2245 if (!tape.playing && setup.sound_loops)
2246 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2247 SND_CTRL_PLAY_LOOP);
2249 while (TimePlayed < 999)
2251 if (!tape.playing && !setup.sound_loops)
2252 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2253 if (TimePlayed < 999 && !(TimePlayed % 10))
2254 RaiseScore(level.score[SC_TIME_BONUS]);
2255 if (TimePlayed < 900 && !(TimePlayed % 10))
2260 DrawGameValue_Time(TimePlayed);
2268 if (!tape.playing && setup.sound_loops)
2269 StopSound(SND_GAME_LEVELTIME_BONUS);
2272 /* close exit door after last player */
2273 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2274 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2276 int element = Feld[ExitX][ExitY];
2278 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2279 EL_SP_EXIT_CLOSING);
2281 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2284 /* Hero disappears */
2285 DrawLevelField(ExitX, ExitY);
2291 CloseDoor(DOOR_CLOSE_1);
2296 SaveTape(tape.level_nr); /* Ask to save tape */
2299 if (level_nr == leveldir_current->handicap_level)
2301 leveldir_current->handicap_level++;
2302 SaveLevelSetup_SeriesInfo();
2305 if (level_editor_test_game)
2306 local_player->score = -1; /* no highscore when playing from editor */
2307 else if (level_nr < leveldir_current->last_level)
2308 raise_level = TRUE; /* advance to next level */
2310 if ((hi_pos = NewHiScore()) >= 0)
2312 game_status = GAME_MODE_SCORES;
2313 DrawHallOfFame(hi_pos);
2322 game_status = GAME_MODE_MAIN;
2339 LoadScore(level_nr);
2341 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2342 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2345 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2347 if (local_player->score > highscore[k].Score)
2349 /* player has made it to the hall of fame */
2351 if (k < MAX_SCORE_ENTRIES - 1)
2353 int m = MAX_SCORE_ENTRIES - 1;
2356 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2357 if (!strcmp(setup.player_name, highscore[l].Name))
2359 if (m == k) /* player's new highscore overwrites his old one */
2363 for (l = m; l > k; l--)
2365 strcpy(highscore[l].Name, highscore[l - 1].Name);
2366 highscore[l].Score = highscore[l - 1].Score;
2373 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2374 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2375 highscore[k].Score = local_player->score;
2381 else if (!strncmp(setup.player_name, highscore[k].Name,
2382 MAX_PLAYER_NAME_LEN))
2383 break; /* player already there with a higher score */
2389 SaveScore(level_nr);
2394 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2396 if (player->GfxAction != action || player->GfxDir != dir)
2399 printf("Player frame reset! (%d => %d, %d => %d)\n",
2400 player->GfxAction, action, player->GfxDir, dir);
2403 player->GfxAction = action;
2404 player->GfxDir = dir;
2406 player->StepFrame = 0;
2410 static void ResetRandomAnimationValue(int x, int y)
2412 GfxRandom[x][y] = INIT_GFX_RANDOM();
2415 static void ResetGfxAnimation(int x, int y)
2418 GfxAction[x][y] = ACTION_DEFAULT;
2419 GfxDir[x][y] = MovDir[x][y];
2422 void InitMovingField(int x, int y, int direction)
2424 int element = Feld[x][y];
2425 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2426 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2430 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2431 ResetGfxAnimation(x, y);
2433 MovDir[newx][newy] = MovDir[x][y] = direction;
2434 GfxDir[x][y] = direction;
2436 if (Feld[newx][newy] == EL_EMPTY)
2437 Feld[newx][newy] = EL_BLOCKED;
2439 if (direction == MV_DOWN && CAN_FALL(element))
2440 GfxAction[x][y] = ACTION_FALLING;
2442 GfxAction[x][y] = ACTION_MOVING;
2444 GfxFrame[newx][newy] = GfxFrame[x][y];
2445 GfxRandom[newx][newy] = GfxRandom[x][y];
2446 GfxAction[newx][newy] = GfxAction[x][y];
2447 GfxDir[newx][newy] = GfxDir[x][y];
2450 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2452 int direction = MovDir[x][y];
2453 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2454 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2460 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2462 int oldx = x, oldy = y;
2463 int direction = MovDir[x][y];
2465 if (direction == MV_LEFT)
2467 else if (direction == MV_RIGHT)
2469 else if (direction == MV_UP)
2471 else if (direction == MV_DOWN)
2474 *comes_from_x = oldx;
2475 *comes_from_y = oldy;
2478 int MovingOrBlocked2Element(int x, int y)
2480 int element = Feld[x][y];
2482 if (element == EL_BLOCKED)
2486 Blocked2Moving(x, y, &oldx, &oldy);
2487 return Feld[oldx][oldy];
2493 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2495 /* like MovingOrBlocked2Element(), but if element is moving
2496 and (x,y) is the field the moving element is just leaving,
2497 return EL_BLOCKED instead of the element value */
2498 int element = Feld[x][y];
2500 if (IS_MOVING(x, y))
2502 if (element == EL_BLOCKED)
2506 Blocked2Moving(x, y, &oldx, &oldy);
2507 return Feld[oldx][oldy];
2516 static void RemoveField(int x, int y)
2518 Feld[x][y] = EL_EMPTY;
2525 ChangeDelay[x][y] = 0;
2526 ChangePage[x][y] = -1;
2527 Pushed[x][y] = FALSE;
2530 ExplodeField[x][y] = EX_TYPE_NONE;
2533 GfxElement[x][y] = EL_UNDEFINED;
2534 GfxAction[x][y] = ACTION_DEFAULT;
2535 GfxDir[x][y] = MV_NO_MOVING;
2538 void RemoveMovingField(int x, int y)
2540 int oldx = x, oldy = y, newx = x, newy = y;
2541 int element = Feld[x][y];
2542 int next_element = EL_UNDEFINED;
2544 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2547 if (IS_MOVING(x, y))
2549 Moving2Blocked(x, y, &newx, &newy);
2551 if (Feld[newx][newy] != EL_BLOCKED)
2554 if (Feld[newx][newy] != EL_BLOCKED)
2556 /* element is moving, but target field is not free (blocked), but
2557 already occupied by something different (example: acid pool);
2558 in this case, only remove the moving field, but not the target */
2560 RemoveField(oldx, oldy);
2562 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2564 DrawLevelField(oldx, oldy);
2570 else if (element == EL_BLOCKED)
2572 Blocked2Moving(x, y, &oldx, &oldy);
2573 if (!IS_MOVING(oldx, oldy))
2577 if (element == EL_BLOCKED &&
2578 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2579 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2580 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2581 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2582 next_element = get_next_element(Feld[oldx][oldy]);
2584 RemoveField(oldx, oldy);
2585 RemoveField(newx, newy);
2587 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2589 if (next_element != EL_UNDEFINED)
2590 Feld[oldx][oldy] = next_element;
2592 DrawLevelField(oldx, oldy);
2593 DrawLevelField(newx, newy);
2596 void DrawDynamite(int x, int y)
2598 int sx = SCREENX(x), sy = SCREENY(y);
2599 int graphic = el2img(Feld[x][y]);
2602 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2605 if (IS_WALKABLE_INSIDE(Back[x][y]))
2609 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2610 else if (Store[x][y])
2611 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2613 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2616 if (Back[x][y] || Store[x][y])
2617 DrawGraphicThruMask(sx, sy, graphic, frame);
2619 DrawGraphic(sx, sy, graphic, frame);
2621 if (game.emulation == EMU_SUPAPLEX)
2622 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2623 else if (Store[x][y])
2624 DrawGraphicThruMask(sx, sy, graphic, frame);
2626 DrawGraphic(sx, sy, graphic, frame);
2630 void CheckDynamite(int x, int y)
2632 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2636 if (MovDelay[x][y] != 0)
2639 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2646 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2648 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2649 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2650 StopSound(SND_DYNAMITE_ACTIVE);
2652 StopSound(SND_DYNABOMB_ACTIVE);
2658 void DrawRelocatePlayer(struct PlayerInfo *player)
2660 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2661 boolean no_delay = (tape.warp_forward);
2662 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2663 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2664 int jx = player->jx;
2665 int jy = player->jy;
2667 if (level.instant_relocation)
2670 int offset = (setup.scroll_delay ? 3 : 0);
2672 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2674 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2675 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2676 local_player->jx - MIDPOSX);
2678 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2679 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2680 local_player->jy - MIDPOSY);
2684 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2685 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2686 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2688 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2689 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2690 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2692 /* don't scroll over playfield boundaries */
2693 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2694 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2696 /* don't scroll over playfield boundaries */
2697 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2698 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2701 scroll_x += (local_player->jx - old_jx);
2702 scroll_y += (local_player->jy - old_jy);
2704 /* don't scroll over playfield boundaries */
2705 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2706 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2708 /* don't scroll over playfield boundaries */
2709 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2710 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2713 RedrawPlayfield(TRUE, 0,0,0,0);
2719 int offset = (setup.scroll_delay ? 3 : 0);
2721 int scroll_xx = -999, scroll_yy = -999;
2723 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2725 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2728 int fx = FX, fy = FY;
2730 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2731 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2732 local_player->jx - MIDPOSX);
2734 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2735 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2736 local_player->jy - MIDPOSY);
2738 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2739 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2742 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2745 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2752 fx += dx * TILEX / 2;
2753 fy += dy * TILEY / 2;
2755 ScrollLevel(dx, dy);
2758 /* scroll in two steps of half tile size to make things smoother */
2759 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2761 Delay(wait_delay_value);
2763 /* scroll second step to align at full tile size */
2765 Delay(wait_delay_value);
2768 int scroll_xx = -999, scroll_yy = -999;
2770 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2772 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2775 int fx = FX, fy = FY;
2777 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2778 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2779 local_player->jx - MIDPOSX);
2781 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2782 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2783 local_player->jy - MIDPOSY);
2785 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2786 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2789 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2792 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2799 fx += dx * TILEX / 2;
2800 fy += dy * TILEY / 2;
2802 ScrollLevel(dx, dy);
2805 /* scroll in two steps of half tile size to make things smoother */
2806 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2808 Delay(wait_delay_value);
2810 /* scroll second step to align at full tile size */
2812 Delay(wait_delay_value);
2818 Delay(wait_delay_value);
2822 void RelocatePlayer(int jx, int jy, int el_player_raw)
2825 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2827 int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
2829 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2830 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2831 boolean no_delay = (tape.warp_forward);
2832 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2833 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2834 int old_jx = player->jx;
2835 int old_jy = player->jy;
2836 int old_element = Feld[old_jx][old_jy];
2837 int element = Feld[jx][jy];
2838 boolean player_relocated = (old_jx != jx || old_jy != jy);
2840 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2841 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2843 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2844 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2845 int leave_side_horiz = move_dir_horiz;
2846 int leave_side_vert = move_dir_vert;
2848 static int trigger_sides[4][2] =
2850 /* enter side leave side */
2851 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
2852 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
2853 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
2854 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
2856 int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
2857 int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
2858 int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
2859 int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
2861 int enter_side = enter_side_horiz | enter_side_vert;
2862 int leave_side = leave_side_horiz | leave_side_vert;
2864 if (player->GameOver) /* do not reanimate dead player */
2867 if (!player_relocated) /* no need to relocate the player */
2870 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2872 RemoveField(jx, jy); /* temporarily remove newly placed player */
2873 DrawLevelField(jx, jy);
2876 if (player->present)
2878 while (player->MovPos)
2880 ScrollPlayer(player, SCROLL_GO_ON);
2881 ScrollScreen(NULL, SCROLL_GO_ON);
2887 Delay(wait_delay_value);
2890 DrawPlayer(player); /* needed here only to cleanup last field */
2891 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2893 player->is_moving = FALSE;
2897 if (IS_CUSTOM_ELEMENT(old_element))
2898 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2900 player->index_bit, leave_side);
2902 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
2904 player->index_bit, leave_side);
2907 Feld[jx][jy] = el_player;
2908 InitPlayerField(jx, jy, el_player, TRUE);
2910 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2912 Feld[jx][jy] = element;
2913 InitField(jx, jy, FALSE);
2917 if (player == local_player) /* only visually relocate local player */
2918 DrawRelocatePlayer(player);
2922 TestIfHeroTouchesBadThing(jx, jy);
2923 TestIfPlayerTouchesCustomElement(jx, jy);
2927 /* needed to allow change of walkable custom element by entering player */
2928 Changed[jx][jy] = 0; /* allow another change */
2932 printf("::: player entering %d, %d from %s ...\n", jx, jy,
2933 enter_side == MV_LEFT ? "left" :
2934 enter_side == MV_RIGHT ? "right" :
2935 enter_side == MV_UP ? "top" :
2936 enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
2940 if (IS_CUSTOM_ELEMENT(element))
2941 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2942 player->index_bit, enter_side);
2944 CheckTriggeredElementChangeByPlayer(jx, jy, element,
2945 CE_OTHER_GETS_ENTERED,
2946 player->index_bit, enter_side);
2950 void Explode(int ex, int ey, int phase, int mode)
2957 /* !!! eliminate this variable !!! */
2958 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2963 int last_phase = num_phase * delay;
2964 int half_phase = (num_phase / 2) * delay;
2965 int first_phase_after_start = EX_PHASE_START + 1;
2969 if (game.explosions_delayed)
2971 ExplodeField[ex][ey] = mode;
2975 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2977 int center_element = Feld[ex][ey];
2980 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2984 /* --- This is only really needed (and now handled) in "Impact()". --- */
2985 /* do not explode moving elements that left the explode field in time */
2986 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2987 center_element == EL_EMPTY &&
2988 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2992 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
2993 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2995 /* remove things displayed in background while burning dynamite */
2996 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2999 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3001 /* put moving element to center field (and let it explode there) */
3002 center_element = MovingOrBlocked2Element(ex, ey);
3003 RemoveMovingField(ex, ey);
3004 Feld[ex][ey] = center_element;
3010 last_phase = element_info[center_element].explosion_delay + 1;
3012 last_phase = element_info[center_element].explosion_delay;
3016 printf("::: %d -> %d\n", center_element, last_phase);
3020 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3022 int xx = x - ex + 1;
3023 int yy = y - ey + 1;
3028 if (!IN_LEV_FIELD(x, y) ||
3029 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3030 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3033 if (!IN_LEV_FIELD(x, y) ||
3034 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
3038 if (!IN_LEV_FIELD(x, y) ||
3039 ((mode != EX_TYPE_NORMAL ||
3040 center_element == EL_AMOEBA_TO_DIAMOND) &&
3041 (x != ex || y != ey)))
3045 element = Feld[x][y];
3047 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3049 element = MovingOrBlocked2Element(x, y);
3051 if (!IS_EXPLOSION_PROOF(element))
3052 RemoveMovingField(x, y);
3058 if (IS_EXPLOSION_PROOF(element))
3061 /* indestructible elements can only explode in center (but not flames) */
3062 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
3063 element == EL_FLAMES)
3068 if ((IS_INDESTRUCTIBLE(element) &&
3069 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
3070 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
3071 element == EL_FLAMES)
3076 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3077 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3078 (x == ex && y == ey)))
3080 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3083 if (IS_ACTIVE_BOMB(element))
3085 /* re-activate things under the bomb like gate or penguin */
3087 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3090 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
3098 /* save walkable background elements while explosion on same tile */
3100 if (IS_INDESTRUCTIBLE(element))
3101 Back[x][y] = element;
3104 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3105 (x != ex || y != ey))
3106 Back[x][y] = element;
3108 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
3109 Back[x][y] = element;
3113 /* ignite explodable elements reached by other explosion */
3114 if (element == EL_EXPLOSION)
3115 element = Store2[x][y];
3118 if (AmoebaNr[x][y] &&
3119 (element == EL_AMOEBA_FULL ||
3120 element == EL_BD_AMOEBA ||
3121 element == EL_AMOEBA_GROWING))
3123 AmoebaCnt[AmoebaNr[x][y]]--;
3124 AmoebaCnt2[AmoebaNr[x][y]]--;
3130 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3132 switch(StorePlayer[ex][ey])
3135 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3138 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3141 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3145 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3150 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3151 Store[x][y] = EL_EMPTY;
3153 if (game.emulation == EMU_SUPAPLEX)
3154 Store[x][y] = EL_EMPTY;
3157 else if (center_element == EL_MOLE)
3158 Store[x][y] = EL_EMERALD_RED;
3159 else if (center_element == EL_PENGUIN)
3160 Store[x][y] = EL_EMERALD_PURPLE;
3161 else if (center_element == EL_BUG)
3162 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3163 else if (center_element == EL_BD_BUTTERFLY)
3164 Store[x][y] = EL_BD_DIAMOND;
3165 else if (center_element == EL_SP_ELECTRON)
3166 Store[x][y] = EL_SP_INFOTRON;
3167 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3168 Store[x][y] = level.amoeba_content;
3169 else if (center_element == EL_YAMYAM)
3170 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3171 else if (IS_CUSTOM_ELEMENT(center_element) &&
3172 element_info[center_element].content[xx][yy] != EL_EMPTY)
3173 Store[x][y] = element_info[center_element].content[xx][yy];
3174 else if (element == EL_WALL_EMERALD)
3175 Store[x][y] = EL_EMERALD;
3176 else if (element == EL_WALL_DIAMOND)
3177 Store[x][y] = EL_DIAMOND;
3178 else if (element == EL_WALL_BD_DIAMOND)
3179 Store[x][y] = EL_BD_DIAMOND;
3180 else if (element == EL_WALL_EMERALD_YELLOW)
3181 Store[x][y] = EL_EMERALD_YELLOW;
3182 else if (element == EL_WALL_EMERALD_RED)
3183 Store[x][y] = EL_EMERALD_RED;
3184 else if (element == EL_WALL_EMERALD_PURPLE)
3185 Store[x][y] = EL_EMERALD_PURPLE;
3186 else if (element == EL_WALL_PEARL)
3187 Store[x][y] = EL_PEARL;
3188 else if (element == EL_WALL_CRYSTAL)
3189 Store[x][y] = EL_CRYSTAL;
3190 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3191 Store[x][y] = element_info[element].content[1][1];
3193 Store[x][y] = EL_EMPTY;
3195 if (x != ex || y != ey ||
3196 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
3197 Store2[x][y] = element;
3200 if (AmoebaNr[x][y] &&
3201 (element == EL_AMOEBA_FULL ||
3202 element == EL_BD_AMOEBA ||
3203 element == EL_AMOEBA_GROWING))
3205 AmoebaCnt[AmoebaNr[x][y]]--;
3206 AmoebaCnt2[AmoebaNr[x][y]]--;
3212 MovDir[x][y] = MovPos[x][y] = 0;
3213 GfxDir[x][y] = MovDir[x][y];
3218 Feld[x][y] = EL_EXPLOSION;
3220 GfxElement[x][y] = center_element;
3222 GfxElement[x][y] = EL_UNDEFINED;
3225 ExplodePhase[x][y] = 1;
3227 ExplodeDelay[x][y] = last_phase;
3232 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3234 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3241 if (center_element == EL_YAMYAM)
3242 game.yamyam_content_nr =
3243 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3256 GfxFrame[x][y] = 0; /* restart explosion animation */
3260 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3264 last_phase = ExplodeDelay[x][y];
3267 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3271 /* activate this even in non-DEBUG version until cause for crash in
3272 getGraphicAnimationFrame() (see below) is found and eliminated */
3276 if (GfxElement[x][y] == EL_UNDEFINED)
3279 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3280 printf("Explode(): This should never happen!\n");
3283 GfxElement[x][y] = EL_EMPTY;
3289 border_element = Store2[x][y];
3291 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3292 border_element = StorePlayer[x][y];
3294 if (IS_PLAYER(x, y))
3295 border_element = StorePlayer[x][y];
3299 printf("::: phase == %d\n", phase);
3302 if (phase == element_info[border_element].ignition_delay ||
3303 phase == last_phase)
3305 boolean border_explosion = FALSE;
3309 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3310 !PLAYER_EXPLOSION_PROTECTED(x, y))
3312 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3315 if (IS_PLAYER(x, y))
3318 KillHeroUnlessExplosionProtected(x, y);
3319 border_explosion = TRUE;
3322 if (phase == last_phase)
3323 printf("::: IS_PLAYER\n");
3326 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3328 Feld[x][y] = Store2[x][y];
3331 border_explosion = TRUE;
3334 if (phase == last_phase)
3335 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3338 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3340 AmoebeUmwandeln(x, y);
3342 border_explosion = TRUE;
3345 if (phase == last_phase)
3346 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3347 element_info[border_element].explosion_delay,
3348 element_info[border_element].ignition_delay,
3354 /* if an element just explodes due to another explosion (chain-reaction),
3355 do not immediately end the new explosion when it was the last frame of
3356 the explosion (as it would be done in the following "if"-statement!) */
3357 if (border_explosion && phase == last_phase)
3364 if (phase == first_phase_after_start)
3366 int element = Store2[x][y];
3368 if (element == EL_BLACK_ORB)
3370 Feld[x][y] = Store2[x][y];
3375 else if (phase == half_phase)
3377 int element = Store2[x][y];
3379 if (IS_PLAYER(x, y))
3380 KillHeroUnlessExplosionProtected(x, y);
3381 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3383 Feld[x][y] = Store2[x][y];
3387 else if (element == EL_AMOEBA_TO_DIAMOND)
3388 AmoebeUmwandeln(x, y);
3392 if (phase == last_phase)
3397 printf("::: done: phase == %d\n", phase);
3401 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3404 element = Feld[x][y] = Store[x][y];
3405 Store[x][y] = Store2[x][y] = 0;
3406 GfxElement[x][y] = EL_UNDEFINED;
3408 /* player can escape from explosions and might therefore be still alive */
3409 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3410 element <= EL_PLAYER_IS_EXPLODING_4)
3411 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3413 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3414 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3415 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3418 /* restore probably existing indestructible background element */
3419 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3420 element = Feld[x][y] = Back[x][y];
3423 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3424 GfxDir[x][y] = MV_NO_MOVING;
3425 ChangeDelay[x][y] = 0;
3426 ChangePage[x][y] = -1;
3429 InitField_WithBug2(x, y, FALSE);
3431 InitField(x, y, FALSE);
3433 /* !!! not needed !!! */
3435 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3436 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3439 if (CAN_MOVE(element))
3444 DrawLevelField(x, y);
3446 TestIfElementTouchesCustomElement(x, y);
3448 if (GFX_CRUMBLED(element))
3449 DrawLevelFieldCrumbledSandNeighbours(x, y);
3451 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3452 StorePlayer[x][y] = 0;
3454 if (ELEM_IS_PLAYER(element))
3455 RelocatePlayer(x, y, element);
3458 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3460 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3464 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3466 int stored = Store[x][y];
3467 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3468 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3472 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3474 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3478 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3482 printf("::: %d / %d [%d - %d]\n",
3483 GfxFrame[x][y], phase - delay, phase, delay);
3487 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3488 element_info[GfxElement[x][y]].token_name,
3493 DrawLevelFieldCrumbledSand(x, y);
3495 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3497 DrawLevelElement(x, y, Back[x][y]);
3498 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3500 else if (IS_WALKABLE_UNDER(Back[x][y]))
3502 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3503 DrawLevelElementThruMask(x, y, Back[x][y]);
3505 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3506 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3510 void DynaExplode(int ex, int ey)
3513 int dynabomb_element = Feld[ex][ey];
3514 int dynabomb_size = 1;
3515 boolean dynabomb_xl = FALSE;
3516 struct PlayerInfo *player;
3517 static int xy[4][2] =
3525 if (IS_ACTIVE_BOMB(dynabomb_element))
3527 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3528 dynabomb_size = player->dynabomb_size;
3529 dynabomb_xl = player->dynabomb_xl;
3530 player->dynabombs_left++;
3533 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3535 for (i = 0; i < NUM_DIRECTIONS; i++)
3537 for (j = 1; j <= dynabomb_size; j++)
3539 int x = ex + j * xy[i][0];
3540 int y = ey + j * xy[i][1];
3543 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3546 element = Feld[x][y];
3548 /* do not restart explosions of fields with active bombs */
3549 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3552 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3556 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3557 !IS_DIGGABLE(element) && !dynabomb_xl)
3560 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3561 !CAN_GROW_INTO(element) && !dynabomb_xl)
3565 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3566 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3567 element != EL_SAND && !dynabomb_xl)
3574 void Bang(int x, int y)
3577 int element = MovingOrBlocked2Element(x, y);
3579 int element = Feld[x][y];
3583 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3585 if (IS_PLAYER(x, y))
3588 struct PlayerInfo *player = PLAYERINFO(x, y);
3590 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3591 player->element_nr);
3596 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3598 if (game.emulation == EMU_SUPAPLEX)
3599 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3601 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3606 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3614 case EL_BD_BUTTERFLY:
3617 case EL_DARK_YAMYAM:
3621 RaiseScoreElement(element);
3622 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3624 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3625 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3626 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3627 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3628 case EL_DYNABOMB_INCREASE_NUMBER:
3629 case EL_DYNABOMB_INCREASE_SIZE:
3630 case EL_DYNABOMB_INCREASE_POWER:
3635 case EL_LAMP_ACTIVE:
3637 case EL_AMOEBA_TO_DIAMOND:
3639 if (IS_PLAYER(x, y))
3640 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3642 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3646 if (element_info[element].explosion_type == EXPLODES_CROSS)
3648 if (CAN_EXPLODE_CROSS(element))
3651 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3656 else if (element_info[element].explosion_type == EXPLODES_1X1)
3658 else if (CAN_EXPLODE_1X1(element))
3660 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3662 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3666 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3669 void SplashAcid(int x, int y)
3672 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3673 (!IN_LEV_FIELD(x - 1, y - 2) ||
3674 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3675 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3677 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3678 (!IN_LEV_FIELD(x + 1, y - 2) ||
3679 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3680 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3682 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3684 /* input: position of element entering acid (obsolete) */
3686 int element = Feld[x][y];
3688 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3691 if (element != EL_ACID_SPLASH_LEFT &&
3692 element != EL_ACID_SPLASH_RIGHT)
3694 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3696 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3697 (!IN_LEV_FIELD(x - 1, y - 1) ||
3698 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3699 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3701 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3702 (!IN_LEV_FIELD(x + 1, y - 1) ||
3703 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3704 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3709 static void InitBeltMovement()
3711 static int belt_base_element[4] =
3713 EL_CONVEYOR_BELT_1_LEFT,
3714 EL_CONVEYOR_BELT_2_LEFT,
3715 EL_CONVEYOR_BELT_3_LEFT,
3716 EL_CONVEYOR_BELT_4_LEFT
3718 static int belt_base_active_element[4] =
3720 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3721 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3722 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3723 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3728 /* set frame order for belt animation graphic according to belt direction */
3729 for (i = 0; i < NUM_BELTS; i++)
3733 for (j = 0; j < NUM_BELT_PARTS; j++)
3735 int element = belt_base_active_element[belt_nr] + j;
3736 int graphic = el2img(element);
3738 if (game.belt_dir[i] == MV_LEFT)
3739 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3741 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3745 for (y = 0; y < lev_fieldy; y++)
3747 for (x = 0; x < lev_fieldx; x++)
3749 int element = Feld[x][y];
3751 for (i = 0; i < NUM_BELTS; i++)
3753 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3755 int e_belt_nr = getBeltNrFromBeltElement(element);
3758 if (e_belt_nr == belt_nr)
3760 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3762 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3770 static void ToggleBeltSwitch(int x, int y)
3772 static int belt_base_element[4] =
3774 EL_CONVEYOR_BELT_1_LEFT,
3775 EL_CONVEYOR_BELT_2_LEFT,
3776 EL_CONVEYOR_BELT_3_LEFT,
3777 EL_CONVEYOR_BELT_4_LEFT
3779 static int belt_base_active_element[4] =
3781 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3782 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3783 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3784 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3786 static int belt_base_switch_element[4] =
3788 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3789 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3790 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3791 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3793 static int belt_move_dir[4] =
3801 int element = Feld[x][y];
3802 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3803 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3804 int belt_dir = belt_move_dir[belt_dir_nr];
3807 if (!IS_BELT_SWITCH(element))
3810 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3811 game.belt_dir[belt_nr] = belt_dir;
3813 if (belt_dir_nr == 3)
3816 /* set frame order for belt animation graphic according to belt direction */
3817 for (i = 0; i < NUM_BELT_PARTS; i++)
3819 int element = belt_base_active_element[belt_nr] + i;
3820 int graphic = el2img(element);
3822 if (belt_dir == MV_LEFT)
3823 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3825 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3828 for (yy = 0; yy < lev_fieldy; yy++)
3830 for (xx = 0; xx < lev_fieldx; xx++)
3832 int element = Feld[xx][yy];
3834 if (IS_BELT_SWITCH(element))
3836 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3838 if (e_belt_nr == belt_nr)
3840 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3841 DrawLevelField(xx, yy);
3844 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3846 int e_belt_nr = getBeltNrFromBeltElement(element);
3848 if (e_belt_nr == belt_nr)
3850 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3852 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3853 DrawLevelField(xx, yy);
3856 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3858 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3860 if (e_belt_nr == belt_nr)
3862 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3864 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3865 DrawLevelField(xx, yy);
3872 static void ToggleSwitchgateSwitch(int x, int y)
3876 game.switchgate_pos = !game.switchgate_pos;
3878 for (yy = 0; yy < lev_fieldy; yy++)
3880 for (xx = 0; xx < lev_fieldx; xx++)
3882 int element = Feld[xx][yy];
3884 if (element == EL_SWITCHGATE_SWITCH_UP ||
3885 element == EL_SWITCHGATE_SWITCH_DOWN)
3887 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3888 DrawLevelField(xx, yy);
3890 else if (element == EL_SWITCHGATE_OPEN ||
3891 element == EL_SWITCHGATE_OPENING)
3893 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3895 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3897 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3900 else if (element == EL_SWITCHGATE_CLOSED ||
3901 element == EL_SWITCHGATE_CLOSING)
3903 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3905 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3907 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3914 static int getInvisibleActiveFromInvisibleElement(int element)
3916 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3917 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3918 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3922 static int getInvisibleFromInvisibleActiveElement(int element)
3924 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3925 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3926 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3930 static void RedrawAllLightSwitchesAndInvisibleElements()
3934 for (y = 0; y < lev_fieldy; y++)
3936 for (x = 0; x < lev_fieldx; x++)
3938 int element = Feld[x][y];
3940 if (element == EL_LIGHT_SWITCH &&
3941 game.light_time_left > 0)
3943 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3944 DrawLevelField(x, y);
3946 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3947 game.light_time_left == 0)
3949 Feld[x][y] = EL_LIGHT_SWITCH;
3950 DrawLevelField(x, y);
3952 else if (element == EL_INVISIBLE_STEELWALL ||
3953 element == EL_INVISIBLE_WALL ||
3954 element == EL_INVISIBLE_SAND)
3956 if (game.light_time_left > 0)
3957 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3959 DrawLevelField(x, y);
3961 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3962 element == EL_INVISIBLE_WALL_ACTIVE ||
3963 element == EL_INVISIBLE_SAND_ACTIVE)
3965 if (game.light_time_left == 0)
3966 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3968 DrawLevelField(x, y);
3974 static void ToggleLightSwitch(int x, int y)
3976 int element = Feld[x][y];
3978 game.light_time_left =
3979 (element == EL_LIGHT_SWITCH ?
3980 level.time_light * FRAMES_PER_SECOND : 0);
3982 RedrawAllLightSwitchesAndInvisibleElements();
3985 static void ActivateTimegateSwitch(int x, int y)
3989 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3991 for (yy = 0; yy < lev_fieldy; yy++)
3993 for (xx = 0; xx < lev_fieldx; xx++)
3995 int element = Feld[xx][yy];
3997 if (element == EL_TIMEGATE_CLOSED ||
3998 element == EL_TIMEGATE_CLOSING)
4000 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4001 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
4005 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4007 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4008 DrawLevelField(xx, yy);
4015 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4018 inline static int getElementMoveStepsize(int x, int y)
4020 int element = Feld[x][y];
4021 int direction = MovDir[x][y];
4022 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4023 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4024 int horiz_move = (dx != 0);
4025 int sign = (horiz_move ? dx : dy);
4026 int step = sign * element_info[element].move_stepsize;
4028 /* special values for move stepsize for spring and things on conveyor belt */
4032 if (element == EL_SPRING)
4033 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4034 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
4035 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4036 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4038 if (CAN_FALL(element) &&
4039 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4040 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4041 else if (element == EL_SPRING)
4042 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4049 void Impact(int x, int y)
4051 boolean lastline = (y == lev_fieldy-1);
4052 boolean object_hit = FALSE;
4053 boolean impact = (lastline || object_hit);
4054 int element = Feld[x][y];
4055 int smashed = EL_STEELWALL;
4057 if (!lastline) /* check if element below was hit */
4059 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4062 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4063 MovDir[x][y + 1] != MV_DOWN ||
4064 MovPos[x][y + 1] <= TILEY / 2));
4067 object_hit = !IS_FREE(x, y + 1);
4070 /* do not smash moving elements that left the smashed field in time */
4071 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4072 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4076 smashed = MovingOrBlocked2Element(x, y + 1);
4078 impact = (lastline || object_hit);
4081 if (!lastline && smashed == EL_ACID) /* element falls into acid */
4083 SplashAcid(x, y + 1);
4087 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4088 /* only reset graphic animation if graphic really changes after impact */
4090 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4092 ResetGfxAnimation(x, y);
4093 DrawLevelField(x, y);
4096 if (impact && CAN_EXPLODE_IMPACT(element))
4101 else if (impact && element == EL_PEARL)
4103 ResetGfxAnimation(x, y);
4105 Feld[x][y] = EL_PEARL_BREAKING;
4106 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4109 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4111 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4116 if (impact && element == EL_AMOEBA_DROP)
4118 if (object_hit && IS_PLAYER(x, y + 1))
4119 KillHeroUnlessEnemyProtected(x, y + 1);
4120 else if (object_hit && smashed == EL_PENGUIN)
4124 Feld[x][y] = EL_AMOEBA_GROWING;
4125 Store[x][y] = EL_AMOEBA_WET;
4127 ResetRandomAnimationValue(x, y);
4132 if (object_hit) /* check which object was hit */
4134 if (CAN_PASS_MAGIC_WALL(element) &&
4135 (smashed == EL_MAGIC_WALL ||
4136 smashed == EL_BD_MAGIC_WALL))
4139 int activated_magic_wall =
4140 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4141 EL_BD_MAGIC_WALL_ACTIVE);
4143 /* activate magic wall / mill */
4144 for (yy = 0; yy < lev_fieldy; yy++)
4145 for (xx = 0; xx < lev_fieldx; xx++)
4146 if (Feld[xx][yy] == smashed)
4147 Feld[xx][yy] = activated_magic_wall;
4149 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4150 game.magic_wall_active = TRUE;
4152 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4153 SND_MAGIC_WALL_ACTIVATING :
4154 SND_BD_MAGIC_WALL_ACTIVATING));
4157 if (IS_PLAYER(x, y + 1))
4159 if (CAN_SMASH_PLAYER(element))
4161 KillHeroUnlessEnemyProtected(x, y + 1);
4165 else if (smashed == EL_PENGUIN)
4167 if (CAN_SMASH_PLAYER(element))
4173 else if (element == EL_BD_DIAMOND)
4175 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4181 else if (((element == EL_SP_INFOTRON ||
4182 element == EL_SP_ZONK) &&
4183 (smashed == EL_SP_SNIKSNAK ||
4184 smashed == EL_SP_ELECTRON ||
4185 smashed == EL_SP_DISK_ORANGE)) ||
4186 (element == EL_SP_INFOTRON &&
4187 smashed == EL_SP_DISK_YELLOW))
4193 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4199 else if (CAN_SMASH_EVERYTHING(element))
4201 if (IS_CLASSIC_ENEMY(smashed) ||
4202 CAN_EXPLODE_SMASHED(smashed))
4207 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4209 if (smashed == EL_LAMP ||
4210 smashed == EL_LAMP_ACTIVE)
4215 else if (smashed == EL_NUT)
4217 Feld[x][y + 1] = EL_NUT_BREAKING;
4218 PlayLevelSound(x, y, SND_NUT_BREAKING);
4219 RaiseScoreElement(EL_NUT);
4222 else if (smashed == EL_PEARL)
4224 ResetGfxAnimation(x, y);
4226 Feld[x][y + 1] = EL_PEARL_BREAKING;
4227 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4230 else if (smashed == EL_DIAMOND)
4232 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4233 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4236 else if (IS_BELT_SWITCH(smashed))
4238 ToggleBeltSwitch(x, y + 1);
4240 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4241 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4243 ToggleSwitchgateSwitch(x, y + 1);
4245 else if (smashed == EL_LIGHT_SWITCH ||
4246 smashed == EL_LIGHT_SWITCH_ACTIVE)
4248 ToggleLightSwitch(x, y + 1);
4253 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4256 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4259 /* !!! TEST ONLY !!! */
4260 CheckElementChangeBySide(x, y + 1, smashed, element,
4261 CE_SWITCHED, CH_SIDE_TOP);
4262 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4263 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4265 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4266 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4267 CheckElementChangeBySide(x, y + 1, smashed, element,
4268 CE_SWITCHED, CH_SIDE_TOP);
4274 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4279 /* play sound of magic wall / mill */
4281 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4282 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4284 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4285 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4286 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4287 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4292 /* play sound of object that hits the ground */
4293 if (lastline || object_hit)
4294 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4297 inline static void TurnRoundExt(int x, int y)
4309 { 0, 0 }, { 0, 0 }, { 0, 0 },
4314 int left, right, back;
4318 { MV_DOWN, MV_UP, MV_RIGHT },
4319 { MV_UP, MV_DOWN, MV_LEFT },
4321 { MV_LEFT, MV_RIGHT, MV_DOWN },
4325 { MV_RIGHT, MV_LEFT, MV_UP }
4328 int element = Feld[x][y];
4329 int move_pattern = element_info[element].move_pattern;
4331 int old_move_dir = MovDir[x][y];
4332 int left_dir = turn[old_move_dir].left;
4333 int right_dir = turn[old_move_dir].right;
4334 int back_dir = turn[old_move_dir].back;
4336 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4337 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4338 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4339 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4341 int left_x = x + left_dx, left_y = y + left_dy;
4342 int right_x = x + right_dx, right_y = y + right_dy;
4343 int move_x = x + move_dx, move_y = y + move_dy;
4347 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4349 TestIfBadThingTouchesOtherBadThing(x, y);
4351 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4352 MovDir[x][y] = right_dir;
4353 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4354 MovDir[x][y] = left_dir;
4356 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4358 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4362 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4363 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4365 TestIfBadThingTouchesOtherBadThing(x, y);
4367 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4368 MovDir[x][y] = left_dir;
4369 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4370 MovDir[x][y] = right_dir;
4372 if ((element == EL_SPACESHIP ||
4373 element == EL_SP_SNIKSNAK ||
4374 element == EL_SP_ELECTRON)
4375 && MovDir[x][y] != old_move_dir)
4377 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4381 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4383 TestIfBadThingTouchesOtherBadThing(x, y);
4385 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4386 MovDir[x][y] = left_dir;
4387 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4388 MovDir[x][y] = right_dir;
4390 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4392 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4395 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4397 TestIfBadThingTouchesOtherBadThing(x, y);
4399 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4400 MovDir[x][y] = left_dir;
4401 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4402 MovDir[x][y] = right_dir;
4404 if (MovDir[x][y] != old_move_dir)
4408 else if (element == EL_YAMYAM)
4410 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4411 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4413 if (can_turn_left && can_turn_right)
4414 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4415 else if (can_turn_left)
4416 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4417 else if (can_turn_right)
4418 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4420 MovDir[x][y] = back_dir;
4422 MovDelay[x][y] = 16 + 16 * RND(3);
4424 else if (element == EL_DARK_YAMYAM)
4426 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4428 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4431 if (can_turn_left && can_turn_right)
4432 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4433 else if (can_turn_left)
4434 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4435 else if (can_turn_right)
4436 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4438 MovDir[x][y] = back_dir;
4440 MovDelay[x][y] = 16 + 16 * RND(3);
4442 else if (element == EL_PACMAN)
4444 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4445 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4447 if (can_turn_left && can_turn_right)
4448 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4449 else if (can_turn_left)
4450 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4451 else if (can_turn_right)
4452 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4454 MovDir[x][y] = back_dir;
4456 MovDelay[x][y] = 6 + RND(40);
4458 else if (element == EL_PIG)
4460 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4461 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4462 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4463 boolean should_turn_left, should_turn_right, should_move_on;
4465 int rnd = RND(rnd_value);
4467 should_turn_left = (can_turn_left &&
4469 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4470 y + back_dy + left_dy)));
4471 should_turn_right = (can_turn_right &&
4473 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4474 y + back_dy + right_dy)));
4475 should_move_on = (can_move_on &&
4478 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4479 y + move_dy + left_dy) ||
4480 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4481 y + move_dy + right_dy)));
4483 if (should_turn_left || should_turn_right || should_move_on)
4485 if (should_turn_left && should_turn_right && should_move_on)
4486 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4487 rnd < 2 * rnd_value / 3 ? right_dir :
4489 else if (should_turn_left && should_turn_right)
4490 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4491 else if (should_turn_left && should_move_on)
4492 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4493 else if (should_turn_right && should_move_on)
4494 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4495 else if (should_turn_left)
4496 MovDir[x][y] = left_dir;
4497 else if (should_turn_right)
4498 MovDir[x][y] = right_dir;
4499 else if (should_move_on)
4500 MovDir[x][y] = old_move_dir;
4502 else if (can_move_on && rnd > rnd_value / 8)
4503 MovDir[x][y] = old_move_dir;
4504 else if (can_turn_left && can_turn_right)
4505 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4506 else if (can_turn_left && rnd > rnd_value / 8)
4507 MovDir[x][y] = left_dir;
4508 else if (can_turn_right && rnd > rnd_value/8)
4509 MovDir[x][y] = right_dir;
4511 MovDir[x][y] = back_dir;
4513 xx = x + move_xy[MovDir[x][y]].x;
4514 yy = y + move_xy[MovDir[x][y]].y;
4516 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4517 MovDir[x][y] = old_move_dir;
4521 else if (element == EL_DRAGON)
4523 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4524 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4525 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4527 int rnd = RND(rnd_value);
4530 if (FrameCounter < 1 && x == 0 && y == 29)
4531 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4534 if (can_move_on && rnd > rnd_value / 8)
4535 MovDir[x][y] = old_move_dir;
4536 else if (can_turn_left && can_turn_right)
4537 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4538 else if (can_turn_left && rnd > rnd_value / 8)
4539 MovDir[x][y] = left_dir;
4540 else if (can_turn_right && rnd > rnd_value / 8)
4541 MovDir[x][y] = right_dir;
4543 MovDir[x][y] = back_dir;
4545 xx = x + move_xy[MovDir[x][y]].x;
4546 yy = y + move_xy[MovDir[x][y]].y;
4549 if (FrameCounter < 1 && x == 0 && y == 29)
4550 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4551 xx, yy, Feld[xx][yy],
4556 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4557 MovDir[x][y] = old_move_dir;
4559 if (!IS_FREE(xx, yy))
4560 MovDir[x][y] = old_move_dir;
4564 if (FrameCounter < 1 && x == 0 && y == 29)
4565 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4570 else if (element == EL_MOLE)
4572 boolean can_move_on =
4573 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4574 IS_AMOEBOID(Feld[move_x][move_y]) ||
4575 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4578 boolean can_turn_left =
4579 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4580 IS_AMOEBOID(Feld[left_x][left_y])));
4582 boolean can_turn_right =
4583 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4584 IS_AMOEBOID(Feld[right_x][right_y])));
4586 if (can_turn_left && can_turn_right)
4587 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4588 else if (can_turn_left)
4589 MovDir[x][y] = left_dir;
4591 MovDir[x][y] = right_dir;
4594 if (MovDir[x][y] != old_move_dir)
4597 else if (element == EL_BALLOON)
4599 MovDir[x][y] = game.balloon_dir;
4602 else if (element == EL_SPRING)
4605 if (MovDir[x][y] & MV_HORIZONTAL &&
4606 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4607 MovDir[x][y] = MV_NO_MOVING;
4609 if (MovDir[x][y] & MV_HORIZONTAL &&
4610 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4611 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4612 MovDir[x][y] = MV_NO_MOVING;
4617 else if (element == EL_ROBOT ||
4618 element == EL_SATELLITE ||
4619 element == EL_PENGUIN)
4621 int attr_x = -1, attr_y = -1;
4632 for (i = 0; i < MAX_PLAYERS; i++)
4634 struct PlayerInfo *player = &stored_player[i];
4635 int jx = player->jx, jy = player->jy;
4637 if (!player->active)
4641 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4650 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4651 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4652 game.engine_version < VERSION_IDENT(3,1,0,0)))
4654 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4661 if (element == EL_PENGUIN)
4664 static int xy[4][2] =
4672 for (i = 0; i < NUM_DIRECTIONS; i++)
4674 int ex = x + xy[i][0];
4675 int ey = y + xy[i][1];
4677 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4686 MovDir[x][y] = MV_NO_MOVING;
4688 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4689 else if (attr_x > x)
4690 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4692 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4693 else if (attr_y > y)
4694 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4696 if (element == EL_ROBOT)
4700 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4701 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4702 Moving2Blocked(x, y, &newx, &newy);
4704 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4705 MovDelay[x][y] = 8 + 8 * !RND(3);
4707 MovDelay[x][y] = 16;
4709 else if (element == EL_PENGUIN)
4715 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4717 boolean first_horiz = RND(2);
4718 int new_move_dir = MovDir[x][y];
4721 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4722 Moving2Blocked(x, y, &newx, &newy);
4724 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4728 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4729 Moving2Blocked(x, y, &newx, &newy);
4731 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4734 MovDir[x][y] = old_move_dir;
4738 else /* (element == EL_SATELLITE) */
4744 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4746 boolean first_horiz = RND(2);
4747 int new_move_dir = MovDir[x][y];
4750 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4751 Moving2Blocked(x, y, &newx, &newy);
4753 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4757 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4758 Moving2Blocked(x, y, &newx, &newy);
4760 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4763 MovDir[x][y] = old_move_dir;
4768 else if (move_pattern == MV_TURNING_LEFT ||
4769 move_pattern == MV_TURNING_RIGHT ||
4770 move_pattern == MV_TURNING_LEFT_RIGHT ||
4771 move_pattern == MV_TURNING_RIGHT_LEFT ||
4772 move_pattern == MV_TURNING_RANDOM ||
4773 move_pattern == MV_ALL_DIRECTIONS)
4775 boolean can_turn_left =
4776 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4777 boolean can_turn_right =
4778 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4780 if (move_pattern == MV_TURNING_LEFT)
4781 MovDir[x][y] = left_dir;
4782 else if (move_pattern == MV_TURNING_RIGHT)
4783 MovDir[x][y] = right_dir;
4784 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4785 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4786 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4787 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4788 else if (move_pattern == MV_TURNING_RANDOM)
4789 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4790 can_turn_right && !can_turn_left ? right_dir :
4791 RND(2) ? left_dir : right_dir);
4792 else if (can_turn_left && can_turn_right)
4793 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4794 else if (can_turn_left)
4795 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4796 else if (can_turn_right)
4797 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4799 MovDir[x][y] = back_dir;
4801 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4803 else if (move_pattern == MV_HORIZONTAL ||
4804 move_pattern == MV_VERTICAL)
4806 if (move_pattern & old_move_dir)
4807 MovDir[x][y] = back_dir;
4808 else if (move_pattern == MV_HORIZONTAL)
4809 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4810 else if (move_pattern == MV_VERTICAL)
4811 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4813 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4815 else if (move_pattern & MV_ANY_DIRECTION)
4817 MovDir[x][y] = move_pattern;
4818 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4820 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4822 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4823 MovDir[x][y] = left_dir;
4824 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4825 MovDir[x][y] = right_dir;
4827 if (MovDir[x][y] != old_move_dir)
4828 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4830 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4832 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4833 MovDir[x][y] = right_dir;
4834 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4835 MovDir[x][y] = left_dir;
4837 if (MovDir[x][y] != old_move_dir)
4838 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4840 else if (move_pattern == MV_TOWARDS_PLAYER ||
4841 move_pattern == MV_AWAY_FROM_PLAYER)
4843 int attr_x = -1, attr_y = -1;
4845 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4856 for (i = 0; i < MAX_PLAYERS; i++)
4858 struct PlayerInfo *player = &stored_player[i];
4859 int jx = player->jx, jy = player->jy;
4861 if (!player->active)
4865 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4873 MovDir[x][y] = MV_NO_MOVING;
4875 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4876 else if (attr_x > x)
4877 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4879 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4880 else if (attr_y > y)
4881 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4883 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4885 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4887 boolean first_horiz = RND(2);
4888 int new_move_dir = MovDir[x][y];
4891 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4892 Moving2Blocked(x, y, &newx, &newy);
4894 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4898 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4899 Moving2Blocked(x, y, &newx, &newy);
4901 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4904 MovDir[x][y] = old_move_dir;
4907 else if (move_pattern == MV_WHEN_PUSHED ||
4908 move_pattern == MV_WHEN_DROPPED)
4910 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4911 MovDir[x][y] = MV_NO_MOVING;
4915 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4917 static int test_xy[7][2] =
4927 static int test_dir[7] =
4937 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4938 int move_preference = -1000000; /* start with very low preference */
4939 int new_move_dir = MV_NO_MOVING;
4940 int start_test = RND(4);
4943 for (i = 0; i < NUM_DIRECTIONS; i++)
4945 int move_dir = test_dir[start_test + i];
4946 int move_dir_preference;
4948 xx = x + test_xy[start_test + i][0];
4949 yy = y + test_xy[start_test + i][1];
4951 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4952 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4954 new_move_dir = move_dir;
4959 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4962 move_dir_preference = -1 * RunnerVisit[xx][yy];
4963 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4964 move_dir_preference = PlayerVisit[xx][yy];
4966 if (move_dir_preference > move_preference)
4968 /* prefer field that has not been visited for the longest time */
4969 move_preference = move_dir_preference;
4970 new_move_dir = move_dir;
4972 else if (move_dir_preference == move_preference &&
4973 move_dir == old_move_dir)
4975 /* prefer last direction when all directions are preferred equally */
4976 move_preference = move_dir_preference;
4977 new_move_dir = move_dir;
4981 MovDir[x][y] = new_move_dir;
4982 if (old_move_dir != new_move_dir)
4987 static void TurnRound(int x, int y)
4989 int direction = MovDir[x][y];
4992 GfxDir[x][y] = MovDir[x][y];
4998 GfxDir[x][y] = MovDir[x][y];
5001 if (direction != MovDir[x][y])
5006 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
5009 GfxAction[x][y] = ACTION_WAITING;
5013 static boolean JustBeingPushed(int x, int y)
5017 for (i = 0; i < MAX_PLAYERS; i++)
5019 struct PlayerInfo *player = &stored_player[i];
5021 if (player->active && player->is_pushing && player->MovPos)
5023 int next_jx = player->jx + (player->jx - player->last_jx);
5024 int next_jy = player->jy + (player->jy - player->last_jy);
5026 if (x == next_jx && y == next_jy)
5034 void StartMoving(int x, int y)
5037 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
5039 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5040 int element = Feld[x][y];
5046 if (MovDelay[x][y] == 0)
5047 GfxAction[x][y] = ACTION_DEFAULT;
5049 /* !!! this should be handled more generic (not only for mole) !!! */
5050 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
5051 GfxAction[x][y] = ACTION_DEFAULT;
5054 if (CAN_FALL(element) && y < lev_fieldy - 1)
5056 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5057 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5058 if (JustBeingPushed(x, y))
5061 if (element == EL_QUICKSAND_FULL)
5063 if (IS_FREE(x, y + 1))
5065 InitMovingField(x, y, MV_DOWN);
5066 started_moving = TRUE;
5068 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5069 Store[x][y] = EL_ROCK;
5071 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5073 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
5076 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5078 if (!MovDelay[x][y])
5079 MovDelay[x][y] = TILEY + 1;
5088 Feld[x][y] = EL_QUICKSAND_EMPTY;
5089 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5090 Store[x][y + 1] = Store[x][y];
5093 PlayLevelSoundAction(x, y, ACTION_FILLING);
5095 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5099 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5100 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5102 InitMovingField(x, y, MV_DOWN);
5103 started_moving = TRUE;
5105 Feld[x][y] = EL_QUICKSAND_FILLING;
5106 Store[x][y] = element;
5108 PlayLevelSoundAction(x, y, ACTION_FILLING);
5110 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5113 else if (element == EL_MAGIC_WALL_FULL)
5115 if (IS_FREE(x, y + 1))
5117 InitMovingField(x, y, MV_DOWN);
5118 started_moving = TRUE;
5120 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5121 Store[x][y] = EL_CHANGED(Store[x][y]);
5123 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5125 if (!MovDelay[x][y])
5126 MovDelay[x][y] = TILEY/4 + 1;
5135 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
5136 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
5137 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
5141 else if (element == EL_BD_MAGIC_WALL_FULL)
5143 if (IS_FREE(x, y + 1))
5145 InitMovingField(x, y, MV_DOWN);
5146 started_moving = TRUE;
5148 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
5149 Store[x][y] = EL_CHANGED2(Store[x][y]);
5151 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5153 if (!MovDelay[x][y])
5154 MovDelay[x][y] = TILEY/4 + 1;
5163 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
5164 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
5165 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
5169 else if (CAN_PASS_MAGIC_WALL(element) &&
5170 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5171 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
5173 InitMovingField(x, y, MV_DOWN);
5174 started_moving = TRUE;
5177 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
5178 EL_BD_MAGIC_WALL_FILLING);
5179 Store[x][y] = element;
5182 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
5184 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
5187 SplashAcid(x, y + 1);
5189 InitMovingField(x, y, MV_DOWN);
5190 started_moving = TRUE;
5192 Store[x][y] = EL_ACID;
5194 /* !!! TEST !!! better use "_FALLING" etc. !!! */
5195 GfxAction[x][y + 1] = ACTION_ACTIVE;
5199 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5200 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
5202 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5203 CAN_SMASH(element) && WasJustFalling[x][y] &&
5204 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5206 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5207 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5208 (Feld[x][y + 1] == EL_BLOCKED)))
5212 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5213 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5214 WasJustMoving[x][y] && !Pushed[x][y + 1])
5216 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5217 WasJustMoving[x][y])
5222 /* this is needed for a special case not covered by calling "Impact()"
5223 from "ContinueMoving()": if an element moves to a tile directly below
5224 another element which was just falling on that tile (which was empty
5225 in the previous frame), the falling element above would just stop
5226 instead of smashing the element below (in previous version, the above
5227 element was just checked for "moving" instead of "falling", resulting
5228 in incorrect smashes caused by horizontal movement of the above
5229 element; also, the case of the player being the element to smash was
5230 simply not covered here... :-/ ) */
5233 WasJustMoving[x][y] = 0;
5234 WasJustFalling[x][y] = 0;
5237 CheckCollision[x][y] = 0;
5241 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5243 if (MovDir[x][y] == MV_NO_MOVING)
5245 InitMovingField(x, y, MV_DOWN);
5246 started_moving = TRUE;
5249 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5251 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5252 MovDir[x][y] = MV_DOWN;
5254 InitMovingField(x, y, MV_DOWN);
5255 started_moving = TRUE;
5257 else if (element == EL_AMOEBA_DROP)
5259 Feld[x][y] = EL_AMOEBA_GROWING;
5260 Store[x][y] = EL_AMOEBA_WET;
5262 /* Store[x][y + 1] must be zero, because:
5263 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5266 #if OLD_GAME_BEHAVIOUR
5267 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5269 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5270 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5271 element != EL_DX_SUPABOMB)
5274 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5275 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5276 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5277 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5280 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5281 (IS_FREE(x - 1, y + 1) ||
5282 Feld[x - 1][y + 1] == EL_ACID));
5283 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5284 (IS_FREE(x + 1, y + 1) ||
5285 Feld[x + 1][y + 1] == EL_ACID));
5286 boolean can_fall_any = (can_fall_left || can_fall_right);
5287 boolean can_fall_both = (can_fall_left && can_fall_right);
5289 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5291 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5293 if (slippery_type == SLIPPERY_ONLY_LEFT)
5294 can_fall_right = FALSE;
5295 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5296 can_fall_left = FALSE;
5297 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5298 can_fall_right = FALSE;
5299 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5300 can_fall_left = FALSE;
5302 can_fall_any = (can_fall_left || can_fall_right);
5303 can_fall_both = (can_fall_left && can_fall_right);
5308 if (can_fall_both &&
5309 (game.emulation != EMU_BOULDERDASH &&
5310 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5311 can_fall_left = !(can_fall_right = RND(2));
5313 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5314 started_moving = TRUE;
5318 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5320 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5323 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5324 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5325 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5326 int belt_dir = game.belt_dir[belt_nr];
5328 if ((belt_dir == MV_LEFT && left_is_free) ||
5329 (belt_dir == MV_RIGHT && right_is_free))
5332 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5335 InitMovingField(x, y, belt_dir);
5336 started_moving = TRUE;
5339 Pushed[x][y] = TRUE;
5340 Pushed[nextx][y] = TRUE;
5343 GfxAction[x][y] = ACTION_DEFAULT;
5347 MovDir[x][y] = 0; /* if element was moving, stop it */
5352 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5354 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
5356 if (CAN_MOVE(element) && !started_moving)
5359 int move_pattern = element_info[element].move_pattern;
5364 if (MovDir[x][y] == MV_NO_MOVING)
5366 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
5367 x, y, element, element_info[element].token_name);
5368 printf("StartMoving(): This should never happen!\n");
5373 Moving2Blocked(x, y, &newx, &newy);
5376 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5379 if ((element == EL_SATELLITE ||
5380 element == EL_BALLOON ||
5381 element == EL_SPRING)
5382 && JustBeingPushed(x, y))
5389 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5390 CheckCollision[x][y] && IN_LEV_FIELD_AND_NOT_FREE(newx, newy))
5392 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5393 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5394 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5398 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5399 element, element_info[element].token_name,
5400 WasJustMoving[x][y],
5401 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5402 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5403 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5404 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5408 WasJustMoving[x][y] = 0;
5411 CheckCollision[x][y] = 0;
5413 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5416 if (Feld[x][y] != element) /* element has changed */
5418 element = Feld[x][y];
5419 move_pattern = element_info[element].move_pattern;
5421 if (!CAN_MOVE(element))
5425 if (Feld[x][y] != element) /* element has changed */
5433 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5434 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5436 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5438 Moving2Blocked(x, y, &newx, &newy);
5439 if (Feld[newx][newy] == EL_BLOCKED)
5440 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5446 if (FrameCounter < 1 && x == 0 && y == 29)
5447 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5450 if (!MovDelay[x][y]) /* start new movement phase */
5452 /* all objects that can change their move direction after each step
5453 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5455 if (element != EL_YAMYAM &&
5456 element != EL_DARK_YAMYAM &&
5457 element != EL_PACMAN &&
5458 !(move_pattern & MV_ANY_DIRECTION) &&
5459 move_pattern != MV_TURNING_LEFT &&
5460 move_pattern != MV_TURNING_RIGHT &&
5461 move_pattern != MV_TURNING_LEFT_RIGHT &&
5462 move_pattern != MV_TURNING_RIGHT_LEFT &&
5463 move_pattern != MV_TURNING_RANDOM)
5468 if (FrameCounter < 1 && x == 0 && y == 29)
5469 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5472 if (MovDelay[x][y] && (element == EL_BUG ||
5473 element == EL_SPACESHIP ||
5474 element == EL_SP_SNIKSNAK ||
5475 element == EL_SP_ELECTRON ||
5476 element == EL_MOLE))
5477 DrawLevelField(x, y);
5481 if (MovDelay[x][y]) /* wait some time before next movement */
5486 if (element == EL_YAMYAM)
5489 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5490 DrawLevelElementAnimation(x, y, element);
5494 if (MovDelay[x][y]) /* element still has to wait some time */
5497 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5498 ResetGfxAnimation(x, y);
5502 if (GfxAction[x][y] != ACTION_WAITING)
5503 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5505 GfxAction[x][y] = ACTION_WAITING;
5509 if (element == EL_ROBOT ||
5511 element == EL_PACMAN ||
5513 element == EL_YAMYAM ||
5514 element == EL_DARK_YAMYAM)
5517 DrawLevelElementAnimation(x, y, element);
5519 DrawLevelElementAnimationIfNeeded(x, y, element);
5521 PlayLevelSoundAction(x, y, ACTION_WAITING);
5523 else if (element == EL_SP_ELECTRON)
5524 DrawLevelElementAnimationIfNeeded(x, y, element);
5525 else if (element == EL_DRAGON)
5528 int dir = MovDir[x][y];
5529 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5530 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5531 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5532 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5533 dir == MV_UP ? IMG_FLAMES_1_UP :
5534 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5535 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5538 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5541 GfxAction[x][y] = ACTION_ATTACKING;
5543 if (IS_PLAYER(x, y))
5544 DrawPlayerField(x, y);
5546 DrawLevelField(x, y);
5548 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5550 for (i = 1; i <= 3; i++)
5552 int xx = x + i * dx;
5553 int yy = y + i * dy;
5554 int sx = SCREENX(xx);
5555 int sy = SCREENY(yy);
5556 int flame_graphic = graphic + (i - 1);
5558 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5563 int flamed = MovingOrBlocked2Element(xx, yy);
5567 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5569 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5570 RemoveMovingField(xx, yy);
5572 RemoveField(xx, yy);
5574 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5577 RemoveMovingField(xx, yy);
5581 if (ChangeDelay[xx][yy])
5582 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
5583 Feld[xx][yy] == EL_BLOCKED));
5587 ChangeDelay[xx][yy] = 0;
5589 Feld[xx][yy] = EL_FLAMES;
5590 if (IN_SCR_FIELD(sx, sy))
5592 DrawLevelFieldCrumbledSand(xx, yy);
5593 DrawGraphic(sx, sy, flame_graphic, frame);
5598 if (Feld[xx][yy] == EL_FLAMES)
5599 Feld[xx][yy] = EL_EMPTY;
5600 DrawLevelField(xx, yy);
5605 if (MovDelay[x][y]) /* element still has to wait some time */
5607 PlayLevelSoundAction(x, y, ACTION_WAITING);
5613 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5614 for all other elements GfxAction will be set by InitMovingField() */
5615 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5616 GfxAction[x][y] = ACTION_MOVING;
5620 /* now make next step */
5622 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5624 if (DONT_COLLIDE_WITH(element) &&
5625 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5626 !PLAYER_ENEMY_PROTECTED(newx, newy))
5629 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5633 /* player killed by element which is deadly when colliding with */
5635 KillHero(PLAYERINFO(newx, newy));
5642 else if (CAN_MOVE_INTO_ACID(element) &&
5643 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5644 (MovDir[x][y] == MV_DOWN ||
5645 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5647 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5648 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5652 else if ((element == EL_PENGUIN ||
5653 element == EL_ROBOT ||
5654 element == EL_SATELLITE ||
5655 element == EL_BALLOON ||
5656 IS_CUSTOM_ELEMENT(element)) &&
5657 IN_LEV_FIELD(newx, newy) &&
5658 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5661 SplashAcid(newx, newy);
5662 Store[x][y] = EL_ACID;
5664 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5666 if (Feld[newx][newy] == EL_EXIT_OPEN)
5670 DrawLevelField(x, y);
5672 Feld[x][y] = EL_EMPTY;
5673 DrawLevelField(x, y);
5676 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5677 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5678 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5680 local_player->friends_still_needed--;
5681 if (!local_player->friends_still_needed &&
5682 !local_player->GameOver && AllPlayersGone)
5683 local_player->LevelSolved = local_player->GameOver = TRUE;
5687 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5689 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5690 DrawLevelField(newx, newy);
5692 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5694 else if (!IS_FREE(newx, newy))
5696 GfxAction[x][y] = ACTION_WAITING;
5698 if (IS_PLAYER(x, y))
5699 DrawPlayerField(x, y);
5701 DrawLevelField(x, y);
5706 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5708 if (IS_FOOD_PIG(Feld[newx][newy]))
5710 if (IS_MOVING(newx, newy))
5711 RemoveMovingField(newx, newy);
5714 Feld[newx][newy] = EL_EMPTY;
5715 DrawLevelField(newx, newy);
5718 PlayLevelSound(x, y, SND_PIG_DIGGING);
5720 else if (!IS_FREE(newx, newy))
5722 if (IS_PLAYER(x, y))
5723 DrawPlayerField(x, y);
5725 DrawLevelField(x, y);
5734 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5737 else if (IS_CUSTOM_ELEMENT(element) &&
5738 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5742 !IS_FREE(newx, newy)
5747 int new_element = Feld[newx][newy];
5750 printf("::: '%s' digs '%s' [%d]\n",
5751 element_info[element].token_name,
5752 element_info[Feld[newx][newy]].token_name,
5753 StorePlayer[newx][newy]);
5756 if (!IS_FREE(newx, newy))
5758 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5759 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5762 /* no element can dig solid indestructible elements */
5763 if (IS_INDESTRUCTIBLE(new_element) &&
5764 !IS_DIGGABLE(new_element) &&
5765 !IS_COLLECTIBLE(new_element))
5768 if (AmoebaNr[newx][newy] &&
5769 (new_element == EL_AMOEBA_FULL ||
5770 new_element == EL_BD_AMOEBA ||
5771 new_element == EL_AMOEBA_GROWING))
5773 AmoebaCnt[AmoebaNr[newx][newy]]--;
5774 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5777 if (IS_MOVING(newx, newy))
5778 RemoveMovingField(newx, newy);
5781 RemoveField(newx, newy);
5782 DrawLevelField(newx, newy);
5785 /* if digged element was about to explode, prevent the explosion */
5786 ExplodeField[newx][newy] = EX_TYPE_NONE;
5788 PlayLevelSoundAction(x, y, action);
5793 Store[newx][newy] = EL_EMPTY;
5794 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5795 Store[newx][newy] = element_info[element].move_leave_element;
5797 Store[newx][newy] = EL_EMPTY;
5798 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
5799 element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
5800 Store[newx][newy] = element_info[element].move_leave_element;
5803 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5804 element_info[element].can_leave_element = TRUE;
5807 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5809 RunnerVisit[x][y] = FrameCounter;
5810 PlayerVisit[x][y] /= 8; /* expire player visit path */
5816 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5818 if (!IS_FREE(newx, newy))
5820 if (IS_PLAYER(x, y))
5821 DrawPlayerField(x, y);
5823 DrawLevelField(x, y);
5829 boolean wanna_flame = !RND(10);
5830 int dx = newx - x, dy = newy - y;
5831 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5832 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5833 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5834 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5835 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5836 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5839 IS_CLASSIC_ENEMY(element1) ||
5840 IS_CLASSIC_ENEMY(element2)) &&
5841 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5842 element1 != EL_FLAMES && element2 != EL_FLAMES)
5845 ResetGfxAnimation(x, y);
5846 GfxAction[x][y] = ACTION_ATTACKING;
5849 if (IS_PLAYER(x, y))
5850 DrawPlayerField(x, y);
5852 DrawLevelField(x, y);
5854 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5856 MovDelay[x][y] = 50;
5860 RemoveField(newx, newy);
5862 Feld[newx][newy] = EL_FLAMES;
5863 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5866 RemoveField(newx1, newy1);
5868 Feld[newx1][newy1] = EL_FLAMES;
5870 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5873 RemoveField(newx2, newy2);
5875 Feld[newx2][newy2] = EL_FLAMES;
5882 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5883 Feld[newx][newy] == EL_DIAMOND)
5885 if (IS_MOVING(newx, newy))
5886 RemoveMovingField(newx, newy);
5889 Feld[newx][newy] = EL_EMPTY;
5890 DrawLevelField(newx, newy);
5893 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5895 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5896 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5898 if (AmoebaNr[newx][newy])
5900 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5901 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5902 Feld[newx][newy] == EL_BD_AMOEBA)
5903 AmoebaCnt[AmoebaNr[newx][newy]]--;
5908 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5910 if (IS_MOVING(newx, newy))
5913 RemoveMovingField(newx, newy);
5917 Feld[newx][newy] = EL_EMPTY;
5918 DrawLevelField(newx, newy);
5921 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5923 else if ((element == EL_PACMAN || element == EL_MOLE)
5924 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5926 if (AmoebaNr[newx][newy])
5928 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5929 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5930 Feld[newx][newy] == EL_BD_AMOEBA)
5931 AmoebaCnt[AmoebaNr[newx][newy]]--;
5934 if (element == EL_MOLE)
5936 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5937 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5939 ResetGfxAnimation(x, y);
5940 GfxAction[x][y] = ACTION_DIGGING;
5941 DrawLevelField(x, y);
5943 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5945 return; /* wait for shrinking amoeba */
5947 else /* element == EL_PACMAN */
5949 Feld[newx][newy] = EL_EMPTY;
5950 DrawLevelField(newx, newy);
5951 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5954 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5955 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5956 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5958 /* wait for shrinking amoeba to completely disappear */
5961 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5963 /* object was running against a wall */
5968 if (move_pattern & MV_ANY_DIRECTION &&
5969 move_pattern == MovDir[x][y])
5971 int blocking_element =
5972 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5975 printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
5976 element_info[element].token_name,
5977 element_info[blocking_element].token_name,
5981 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5984 element = Feld[x][y]; /* element might have changed */
5989 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5990 DrawLevelElementAnimation(x, y, element);
5992 if (element == EL_BUG ||
5993 element == EL_SPACESHIP ||
5994 element == EL_SP_SNIKSNAK)
5995 DrawLevelField(x, y);
5996 else if (element == EL_MOLE)
5997 DrawLevelField(x, y);
5998 else if (element == EL_BD_BUTTERFLY ||
5999 element == EL_BD_FIREFLY)
6000 DrawLevelElementAnimationIfNeeded(x, y, element);
6001 else if (element == EL_SATELLITE)
6002 DrawLevelElementAnimationIfNeeded(x, y, element);
6003 else if (element == EL_SP_ELECTRON)
6004 DrawLevelElementAnimationIfNeeded(x, y, element);
6007 if (DONT_TOUCH(element))
6008 TestIfBadThingTouchesHero(x, y);
6011 PlayLevelSoundAction(x, y, ACTION_WAITING);
6017 InitMovingField(x, y, MovDir[x][y]);
6019 PlayLevelSoundAction(x, y, ACTION_MOVING);
6023 ContinueMoving(x, y);
6026 void ContinueMoving(int x, int y)
6028 int element = Feld[x][y];
6029 int stored = Store[x][y];
6030 struct ElementInfo *ei = &element_info[element];
6031 int direction = MovDir[x][y];
6032 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6033 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6034 int newx = x + dx, newy = y + dy;
6036 int nextx = newx + dx, nexty = newy + dy;
6039 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6040 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6042 boolean pushed_by_player = Pushed[x][y];
6045 MovPos[x][y] += getElementMoveStepsize(x, y);
6048 if (pushed_by_player && IS_PLAYER(x, y))
6050 /* special case: moving object pushed by player */
6051 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6054 if (pushed_by_player) /* special case: moving object pushed by player */
6055 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6058 if (ABS(MovPos[x][y]) < TILEX)
6060 DrawLevelField(x, y);
6062 return; /* element is still moving */
6065 /* element reached destination field */
6067 Feld[x][y] = EL_EMPTY;
6068 Feld[newx][newy] = element;
6069 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6072 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6074 element = Feld[newx][newy] = EL_ACID;
6077 else if (element == EL_MOLE)
6079 Feld[x][y] = EL_SAND;
6081 DrawLevelFieldCrumbledSandNeighbours(x, y);
6083 else if (element == EL_QUICKSAND_FILLING)
6085 element = Feld[newx][newy] = get_next_element(element);
6086 Store[newx][newy] = Store[x][y];
6088 else if (element == EL_QUICKSAND_EMPTYING)
6090 Feld[x][y] = get_next_element(element);
6091 element = Feld[newx][newy] = Store[x][y];
6093 else if (element == EL_MAGIC_WALL_FILLING)
6095 element = Feld[newx][newy] = get_next_element(element);
6096 if (!game.magic_wall_active)
6097 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6098 Store[newx][newy] = Store[x][y];
6100 else if (element == EL_MAGIC_WALL_EMPTYING)
6102 Feld[x][y] = get_next_element(element);
6103 if (!game.magic_wall_active)
6104 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6105 element = Feld[newx][newy] = Store[x][y];
6107 else if (element == EL_BD_MAGIC_WALL_FILLING)
6109 element = Feld[newx][newy] = get_next_element(element);
6110 if (!game.magic_wall_active)
6111 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6112 Store[newx][newy] = Store[x][y];
6114 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6116 Feld[x][y] = get_next_element(element);
6117 if (!game.magic_wall_active)
6118 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6119 element = Feld[newx][newy] = Store[x][y];
6121 else if (element == EL_AMOEBA_DROPPING)
6123 Feld[x][y] = get_next_element(element);
6124 element = Feld[newx][newy] = Store[x][y];
6126 else if (element == EL_SOKOBAN_OBJECT)
6129 Feld[x][y] = Back[x][y];
6131 if (Back[newx][newy])
6132 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6134 Back[x][y] = Back[newx][newy] = 0;
6137 else if (Store[x][y] == EL_ACID)
6139 element = Feld[newx][newy] = EL_ACID;
6143 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6144 ei->move_leave_element != EL_EMPTY &&
6145 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6146 Store[x][y] != EL_EMPTY))
6148 /* some elements can leave other elements behind after moving */
6150 Feld[x][y] = ei->move_leave_element;
6151 InitField(x, y, FALSE);
6153 if (GFX_CRUMBLED(Feld[x][y]))
6154 DrawLevelFieldCrumbledSandNeighbours(x, y);
6158 Store[x][y] = EL_EMPTY;
6159 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
6160 MovDelay[newx][newy] = 0;
6162 if (CAN_CHANGE(element))
6164 /* copy element change control values to new field */
6165 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6166 ChangePage[newx][newy] = ChangePage[x][y];
6167 Changed[newx][newy] = Changed[x][y];
6168 ChangeEvent[newx][newy] = ChangeEvent[x][y];
6171 ChangeDelay[x][y] = 0;
6172 ChangePage[x][y] = -1;
6173 Changed[x][y] = CE_BITMASK_DEFAULT;
6174 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6176 /* copy animation control values to new field */
6177 GfxFrame[newx][newy] = GfxFrame[x][y];
6178 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
6179 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
6180 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
6182 Pushed[x][y] = Pushed[newx][newy] = FALSE;
6184 ResetGfxAnimation(x, y); /* reset animation values for old field */
6187 /* some elements can leave other elements behind after moving */
6189 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6190 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6191 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6193 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6194 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6198 int move_leave_element = ei->move_leave_element;
6200 Feld[x][y] = move_leave_element;
6201 InitField(x, y, FALSE);
6203 if (GFX_CRUMBLED(Feld[x][y]))
6204 DrawLevelFieldCrumbledSandNeighbours(x, y);
6206 if (ELEM_IS_PLAYER(move_leave_element))
6207 RelocatePlayer(x, y, move_leave_element);
6212 /* some elements can leave other elements behind after moving */
6213 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6214 ei->move_leave_element != EL_EMPTY &&
6215 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6216 ei->can_leave_element_last))
6218 Feld[x][y] = ei->move_leave_element;
6219 InitField(x, y, FALSE);
6221 if (GFX_CRUMBLED(Feld[x][y]))
6222 DrawLevelFieldCrumbledSandNeighbours(x, y);
6225 ei->can_leave_element_last = ei->can_leave_element;
6226 ei->can_leave_element = FALSE;
6230 /* 2.1.1 (does not work correctly for spring) */
6231 if (!CAN_MOVE(element))
6232 MovDir[newx][newy] = 0;
6236 /* (does not work for falling objects that slide horizontally) */
6237 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
6238 MovDir[newx][newy] = 0;
6241 if (!CAN_MOVE(element) ||
6242 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
6243 MovDir[newx][newy] = 0;
6247 if (!CAN_MOVE(element) ||
6248 (CAN_FALL(element) && direction == MV_DOWN))
6249 GfxDir[x][y] = MovDir[newx][newy] = 0;
6251 if (!CAN_MOVE(element) ||
6252 (CAN_FALL(element) && direction == MV_DOWN &&
6253 (element == EL_SPRING ||
6254 element_info[element].move_pattern == MV_WHEN_PUSHED ||
6255 element_info[element].move_pattern == MV_WHEN_DROPPED)))
6256 GfxDir[x][y] = MovDir[newx][newy] = 0;
6262 DrawLevelField(x, y);
6263 DrawLevelField(newx, newy);
6265 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
6267 /* prevent pushed element from moving on in pushed direction */
6268 if (pushed_by_player && CAN_MOVE(element) &&
6269 element_info[element].move_pattern & MV_ANY_DIRECTION &&
6270 !(element_info[element].move_pattern & direction))
6271 TurnRound(newx, newy);
6274 /* prevent elements on conveyor belt from moving on in last direction */
6275 if (pushed_by_conveyor && CAN_FALL(element) &&
6276 direction & MV_HORIZONTAL)
6279 if (CAN_MOVE(element))
6280 InitMovDir(newx, newy);
6282 MovDir[newx][newy] = 0;
6284 MovDir[newx][newy] = 0;
6289 if (!pushed_by_player)
6291 int nextx = newx + dx, nexty = newy + dy;
6292 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
6294 WasJustMoving[newx][newy] = 3;
6296 if (CAN_FALL(element) && direction == MV_DOWN)
6297 WasJustFalling[newx][newy] = 3;
6299 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
6300 CheckCollision[newx][newy] = 2;
6303 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
6305 TestIfBadThingTouchesHero(newx, newy);
6306 TestIfBadThingTouchesFriend(newx, newy);
6308 if (!IS_CUSTOM_ELEMENT(element))
6309 TestIfBadThingTouchesOtherBadThing(newx, newy);
6311 else if (element == EL_PENGUIN)
6312 TestIfFriendTouchesBadThing(newx, newy);
6314 if (CAN_FALL(element) && direction == MV_DOWN &&
6315 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
6319 if (pushed_by_player)
6322 int dig_side = MV_DIR_OPPOSITE(direction);
6324 static int trigger_sides[4] =
6326 CH_SIDE_RIGHT, /* moving left */
6327 CH_SIDE_LEFT, /* moving right */
6328 CH_SIDE_BOTTOM, /* moving up */
6329 CH_SIDE_TOP, /* moving down */
6331 int dig_side = trigger_sides[MV_DIR_BIT(direction)];
6333 struct PlayerInfo *player = PLAYERINFO(x, y);
6335 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
6336 player->index_bit, dig_side);
6337 CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
6338 player->index_bit, dig_side);
6343 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6347 if (ChangePage[newx][newy] != -1) /* delayed change */
6348 ChangeElement(newx, newy, ChangePage[newx][newy]);
6353 TestIfElementHitsCustomElement(newx, newy, direction);
6357 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6359 int hitting_element = Feld[newx][newy];
6361 /* !!! fix side (direction) orientation here and elsewhere !!! */
6362 CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6366 if (IN_LEV_FIELD(nextx, nexty))
6368 int opposite_direction = MV_DIR_OPPOSITE(direction);
6369 int hitting_side = direction;
6370 int touched_side = opposite_direction;
6371 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6372 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6373 MovDir[nextx][nexty] != direction ||
6374 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6380 CheckElementChangeBySide(nextx, nexty, touched_element,
6381 CE_HIT_BY_SOMETHING, opposite_direction);
6383 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6384 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
6386 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6388 struct ElementChangeInfo *change =
6389 &element_info[hitting_element].change_page[i];
6391 if (change->can_change &&
6392 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
6393 change->trigger_side & touched_side &&
6394 change->trigger_element == touched_element)
6396 CheckElementChangeByPage(newx, newy, hitting_element,
6397 touched_element, CE_OTHER_IS_HITTING,i);
6403 if (IS_CUSTOM_ELEMENT(touched_element) &&
6404 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6406 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6408 struct ElementChangeInfo *change =
6409 &element_info[touched_element].change_page[i];
6411 if (change->can_change &&
6412 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6413 change->trigger_side & hitting_side &&
6414 change->trigger_element == hitting_element)
6416 CheckElementChangeByPage(nextx, nexty, touched_element,
6417 hitting_element, CE_OTHER_GETS_HIT, i);
6428 TestIfPlayerTouchesCustomElement(newx, newy);
6429 TestIfElementTouchesCustomElement(newx, newy);
6432 int AmoebeNachbarNr(int ax, int ay)
6435 int element = Feld[ax][ay];
6437 static int xy[4][2] =
6445 for (i = 0; i < NUM_DIRECTIONS; i++)
6447 int x = ax + xy[i][0];
6448 int y = ay + xy[i][1];
6450 if (!IN_LEV_FIELD(x, y))
6453 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6454 group_nr = AmoebaNr[x][y];
6460 void AmoebenVereinigen(int ax, int ay)
6462 int i, x, y, xx, yy;
6463 int new_group_nr = AmoebaNr[ax][ay];
6464 static int xy[4][2] =
6472 if (new_group_nr == 0)
6475 for (i = 0; i < NUM_DIRECTIONS; i++)
6480 if (!IN_LEV_FIELD(x, y))
6483 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6484 Feld[x][y] == EL_BD_AMOEBA ||
6485 Feld[x][y] == EL_AMOEBA_DEAD) &&
6486 AmoebaNr[x][y] != new_group_nr)
6488 int old_group_nr = AmoebaNr[x][y];
6490 if (old_group_nr == 0)
6493 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6494 AmoebaCnt[old_group_nr] = 0;
6495 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6496 AmoebaCnt2[old_group_nr] = 0;
6498 for (yy = 0; yy < lev_fieldy; yy++)
6500 for (xx = 0; xx < lev_fieldx; xx++)
6502 if (AmoebaNr[xx][yy] == old_group_nr)
6503 AmoebaNr[xx][yy] = new_group_nr;
6510 void AmoebeUmwandeln(int ax, int ay)
6514 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6516 int group_nr = AmoebaNr[ax][ay];
6521 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6522 printf("AmoebeUmwandeln(): This should never happen!\n");
6527 for (y = 0; y < lev_fieldy; y++)
6529 for (x = 0; x < lev_fieldx; x++)
6531 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6534 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6538 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6539 SND_AMOEBA_TURNING_TO_GEM :
6540 SND_AMOEBA_TURNING_TO_ROCK));
6545 static int xy[4][2] =
6553 for (i = 0; i < NUM_DIRECTIONS; i++)
6558 if (!IN_LEV_FIELD(x, y))
6561 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6563 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6564 SND_AMOEBA_TURNING_TO_GEM :
6565 SND_AMOEBA_TURNING_TO_ROCK));
6572 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6575 int group_nr = AmoebaNr[ax][ay];
6576 boolean done = FALSE;
6581 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6582 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6587 for (y = 0; y < lev_fieldy; y++)
6589 for (x = 0; x < lev_fieldx; x++)
6591 if (AmoebaNr[x][y] == group_nr &&
6592 (Feld[x][y] == EL_AMOEBA_DEAD ||
6593 Feld[x][y] == EL_BD_AMOEBA ||
6594 Feld[x][y] == EL_AMOEBA_GROWING))
6597 Feld[x][y] = new_element;
6598 InitField(x, y, FALSE);
6599 DrawLevelField(x, y);
6606 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6607 SND_BD_AMOEBA_TURNING_TO_ROCK :
6608 SND_BD_AMOEBA_TURNING_TO_GEM));
6611 void AmoebeWaechst(int x, int y)
6613 static unsigned long sound_delay = 0;
6614 static unsigned long sound_delay_value = 0;
6616 if (!MovDelay[x][y]) /* start new growing cycle */
6620 if (DelayReached(&sound_delay, sound_delay_value))
6623 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6625 if (Store[x][y] == EL_BD_AMOEBA)
6626 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6628 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6630 sound_delay_value = 30;
6634 if (MovDelay[x][y]) /* wait some time before growing bigger */
6637 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6639 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6640 6 - MovDelay[x][y]);
6642 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6645 if (!MovDelay[x][y])
6647 Feld[x][y] = Store[x][y];
6649 DrawLevelField(x, y);
6654 void AmoebaDisappearing(int x, int y)
6656 static unsigned long sound_delay = 0;
6657 static unsigned long sound_delay_value = 0;
6659 if (!MovDelay[x][y]) /* start new shrinking cycle */
6663 if (DelayReached(&sound_delay, sound_delay_value))
6664 sound_delay_value = 30;
6667 if (MovDelay[x][y]) /* wait some time before shrinking */
6670 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6672 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6673 6 - MovDelay[x][y]);
6675 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6678 if (!MovDelay[x][y])
6680 Feld[x][y] = EL_EMPTY;
6681 DrawLevelField(x, y);
6683 /* don't let mole enter this field in this cycle;
6684 (give priority to objects falling to this field from above) */
6690 void AmoebeAbleger(int ax, int ay)
6693 int element = Feld[ax][ay];
6694 int graphic = el2img(element);
6695 int newax = ax, neway = ay;
6696 static int xy[4][2] =
6704 if (!level.amoeba_speed)
6706 Feld[ax][ay] = EL_AMOEBA_DEAD;
6707 DrawLevelField(ax, ay);
6711 if (IS_ANIMATED(graphic))
6712 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6714 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6715 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6717 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6720 if (MovDelay[ax][ay])
6724 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6727 int x = ax + xy[start][0];
6728 int y = ay + xy[start][1];
6730 if (!IN_LEV_FIELD(x, y))
6734 if (IS_FREE(x, y) ||
6735 CAN_GROW_INTO(Feld[x][y]) ||
6736 Feld[x][y] == EL_QUICKSAND_EMPTY)
6742 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6743 if (IS_FREE(x, y) ||
6744 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6751 if (newax == ax && neway == ay)
6754 else /* normal or "filled" (BD style) amoeba */
6757 boolean waiting_for_player = FALSE;
6759 for (i = 0; i < NUM_DIRECTIONS; i++)
6761 int j = (start + i) % 4;
6762 int x = ax + xy[j][0];
6763 int y = ay + xy[j][1];
6765 if (!IN_LEV_FIELD(x, y))
6769 if (IS_FREE(x, y) ||
6770 CAN_GROW_INTO(Feld[x][y]) ||
6771 Feld[x][y] == EL_QUICKSAND_EMPTY)
6778 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6779 if (IS_FREE(x, y) ||
6780 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6787 else if (IS_PLAYER(x, y))
6788 waiting_for_player = TRUE;
6791 if (newax == ax && neway == ay) /* amoeba cannot grow */
6794 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
6796 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6799 Feld[ax][ay] = EL_AMOEBA_DEAD;
6800 DrawLevelField(ax, ay);
6801 AmoebaCnt[AmoebaNr[ax][ay]]--;
6803 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6805 if (element == EL_AMOEBA_FULL)
6806 AmoebeUmwandeln(ax, ay);
6807 else if (element == EL_BD_AMOEBA)
6808 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6813 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6815 /* amoeba gets larger by growing in some direction */
6817 int new_group_nr = AmoebaNr[ax][ay];
6820 if (new_group_nr == 0)
6822 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6823 printf("AmoebeAbleger(): This should never happen!\n");
6828 AmoebaNr[newax][neway] = new_group_nr;
6829 AmoebaCnt[new_group_nr]++;
6830 AmoebaCnt2[new_group_nr]++;
6832 /* if amoeba touches other amoeba(s) after growing, unify them */
6833 AmoebenVereinigen(newax, neway);
6835 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6837 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6843 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6844 (neway == lev_fieldy - 1 && newax != ax))
6846 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6847 Store[newax][neway] = element;
6849 else if (neway == ay)
6851 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6853 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6855 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6860 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6861 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6862 Store[ax][ay] = EL_AMOEBA_DROP;
6863 ContinueMoving(ax, ay);
6867 DrawLevelField(newax, neway);
6870 void Life(int ax, int ay)
6873 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6875 int element = Feld[ax][ay];
6876 int graphic = el2img(element);
6877 boolean changed = FALSE;
6879 if (IS_ANIMATED(graphic))
6880 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6885 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6886 MovDelay[ax][ay] = life_time;
6888 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6891 if (MovDelay[ax][ay])
6895 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6897 int xx = ax+x1, yy = ay+y1;
6900 if (!IN_LEV_FIELD(xx, yy))
6903 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6905 int x = xx+x2, y = yy+y2;
6907 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6910 if (((Feld[x][y] == element ||
6911 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6913 (IS_FREE(x, y) && Stop[x][y]))
6917 if (xx == ax && yy == ay) /* field in the middle */
6919 if (nachbarn < life[0] || nachbarn > life[1])
6921 Feld[xx][yy] = EL_EMPTY;
6923 DrawLevelField(xx, yy);
6924 Stop[xx][yy] = TRUE;
6929 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6930 { /* free border field */
6931 if (nachbarn >= life[2] && nachbarn <= life[3])
6933 Feld[xx][yy] = element;
6934 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6936 DrawLevelField(xx, yy);
6937 Stop[xx][yy] = TRUE;
6942 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6943 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6944 { /* free border field */
6945 if (nachbarn >= life[2] && nachbarn <= life[3])
6947 Feld[xx][yy] = element;
6948 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6950 DrawLevelField(xx, yy);
6951 Stop[xx][yy] = TRUE;
6959 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6960 SND_GAME_OF_LIFE_GROWING);
6963 static void InitRobotWheel(int x, int y)
6965 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6968 static void RunRobotWheel(int x, int y)
6970 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6973 static void StopRobotWheel(int x, int y)
6975 if (ZX == x && ZY == y)
6979 static void InitTimegateWheel(int x, int y)
6982 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6984 /* another brainless, "type style" bug ... :-( */
6985 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6989 static void RunTimegateWheel(int x, int y)
6991 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6994 void CheckExit(int x, int y)
6996 if (local_player->gems_still_needed > 0 ||
6997 local_player->sokobanfields_still_needed > 0 ||
6998 local_player->lights_still_needed > 0)
7000 int element = Feld[x][y];
7001 int graphic = el2img(element);
7003 if (IS_ANIMATED(graphic))
7004 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7009 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7012 Feld[x][y] = EL_EXIT_OPENING;
7014 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7017 void CheckExitSP(int x, int y)
7019 if (local_player->gems_still_needed > 0)
7021 int element = Feld[x][y];
7022 int graphic = el2img(element);
7024 if (IS_ANIMATED(graphic))
7025 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7030 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7033 Feld[x][y] = EL_SP_EXIT_OPENING;
7035 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7038 static void CloseAllOpenTimegates()
7042 for (y = 0; y < lev_fieldy; y++)
7044 for (x = 0; x < lev_fieldx; x++)
7046 int element = Feld[x][y];
7048 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7050 Feld[x][y] = EL_TIMEGATE_CLOSING;
7052 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7054 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
7061 void EdelsteinFunkeln(int x, int y)
7063 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7066 if (Feld[x][y] == EL_BD_DIAMOND)
7069 if (MovDelay[x][y] == 0) /* next animation frame */
7070 MovDelay[x][y] = 11 * !SimpleRND(500);
7072 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7076 if (setup.direct_draw && MovDelay[x][y])
7077 SetDrawtoField(DRAW_BUFFERED);
7079 DrawLevelElementAnimation(x, y, Feld[x][y]);
7081 if (MovDelay[x][y] != 0)
7083 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7084 10 - MovDelay[x][y]);
7086 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7088 if (setup.direct_draw)
7092 dest_x = FX + SCREENX(x) * TILEX;
7093 dest_y = FY + SCREENY(y) * TILEY;
7095 BlitBitmap(drawto_field, window,
7096 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7097 SetDrawtoField(DRAW_DIRECT);
7103 void MauerWaechst(int x, int y)
7107 if (!MovDelay[x][y]) /* next animation frame */
7108 MovDelay[x][y] = 3 * delay;
7110 if (MovDelay[x][y]) /* wait some time before next frame */
7114 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7116 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7117 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7119 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7122 if (!MovDelay[x][y])
7124 if (MovDir[x][y] == MV_LEFT)
7126 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7127 DrawLevelField(x - 1, y);
7129 else if (MovDir[x][y] == MV_RIGHT)
7131 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7132 DrawLevelField(x + 1, y);
7134 else if (MovDir[x][y] == MV_UP)
7136 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7137 DrawLevelField(x, y - 1);
7141 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7142 DrawLevelField(x, y + 1);
7145 Feld[x][y] = Store[x][y];
7147 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
7148 DrawLevelField(x, y);
7153 void MauerAbleger(int ax, int ay)
7155 int element = Feld[ax][ay];
7156 int graphic = el2img(element);
7157 boolean oben_frei = FALSE, unten_frei = FALSE;
7158 boolean links_frei = FALSE, rechts_frei = FALSE;
7159 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7160 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7161 boolean new_wall = FALSE;
7163 if (IS_ANIMATED(graphic))
7164 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7166 if (!MovDelay[ax][ay]) /* start building new wall */
7167 MovDelay[ax][ay] = 6;
7169 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7172 if (MovDelay[ax][ay])
7176 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7178 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7180 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7182 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7185 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7186 element == EL_EXPANDABLE_WALL_ANY)
7190 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7191 Store[ax][ay-1] = element;
7192 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7193 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7194 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7195 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7200 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7201 Store[ax][ay+1] = element;
7202 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7203 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7204 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7205 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
7210 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7211 element == EL_EXPANDABLE_WALL_ANY ||
7212 element == EL_EXPANDABLE_WALL)
7216 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
7217 Store[ax-1][ay] = element;
7218 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
7219 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
7220 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
7221 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
7227 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
7228 Store[ax+1][ay] = element;
7229 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
7230 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
7231 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
7232 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
7237 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
7238 DrawLevelField(ax, ay);
7240 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
7242 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
7243 unten_massiv = TRUE;
7244 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
7245 links_massiv = TRUE;
7246 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
7247 rechts_massiv = TRUE;
7249 if (((oben_massiv && unten_massiv) ||
7250 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7251 element == EL_EXPANDABLE_WALL) &&
7252 ((links_massiv && rechts_massiv) ||
7253 element == EL_EXPANDABLE_WALL_VERTICAL))
7254 Feld[ax][ay] = EL_WALL;
7258 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
7260 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
7264 void CheckForDragon(int x, int y)
7267 boolean dragon_found = FALSE;
7268 static int xy[4][2] =
7276 for (i = 0; i < NUM_DIRECTIONS; i++)
7278 for (j = 0; j < 4; j++)
7280 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7282 if (IN_LEV_FIELD(xx, yy) &&
7283 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
7285 if (Feld[xx][yy] == EL_DRAGON)
7286 dragon_found = TRUE;
7295 for (i = 0; i < NUM_DIRECTIONS; i++)
7297 for (j = 0; j < 3; j++)
7299 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7301 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
7303 Feld[xx][yy] = EL_EMPTY;
7304 DrawLevelField(xx, yy);
7313 static void InitBuggyBase(int x, int y)
7315 int element = Feld[x][y];
7316 int activating_delay = FRAMES_PER_SECOND / 4;
7319 (element == EL_SP_BUGGY_BASE ?
7320 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
7321 element == EL_SP_BUGGY_BASE_ACTIVATING ?
7323 element == EL_SP_BUGGY_BASE_ACTIVE ?
7324 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
7327 static void WarnBuggyBase(int x, int y)
7330 static int xy[4][2] =
7338 for (i = 0; i < NUM_DIRECTIONS; i++)
7340 int xx = x + xy[i][0], yy = y + xy[i][1];
7342 if (IS_PLAYER(xx, yy))
7344 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
7351 static void InitTrap(int x, int y)
7353 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
7356 static void ActivateTrap(int x, int y)
7358 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
7361 static void ChangeActiveTrap(int x, int y)
7363 int graphic = IMG_TRAP_ACTIVE;
7365 /* if new animation frame was drawn, correct crumbled sand border */
7366 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
7367 DrawLevelFieldCrumbledSand(x, y);
7370 static void ChangeElementNowExt(int x, int y, int target_element)
7372 int previous_move_direction = MovDir[x][y];
7374 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7375 IS_WALKABLE(Feld[x][y]));
7377 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7378 IS_WALKABLE(Feld[x][y]) &&
7382 /* check if element under player changes from accessible to unaccessible
7383 (needed for special case of dropping element which then changes) */
7384 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
7385 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
7396 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
7397 RemoveMovingField(x, y);
7401 Feld[x][y] = target_element;
7404 Feld[x][y] = target_element;
7407 ResetGfxAnimation(x, y);
7408 ResetRandomAnimationValue(x, y);
7410 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7411 MovDir[x][y] = previous_move_direction;
7414 InitField_WithBug1(x, y, FALSE);
7416 InitField(x, y, FALSE);
7417 if (CAN_MOVE(Feld[x][y]))
7421 DrawLevelField(x, y);
7423 if (GFX_CRUMBLED(Feld[x][y]))
7424 DrawLevelFieldCrumbledSandNeighbours(x, y);
7427 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7430 TestIfBadThingTouchesHero(x, y);
7431 TestIfPlayerTouchesCustomElement(x, y);
7432 TestIfElementTouchesCustomElement(x, y);
7435 if (ELEM_IS_PLAYER(target_element))
7436 RelocatePlayer(x, y, target_element);
7439 TestIfBadThingTouchesHero(x, y);
7440 TestIfPlayerTouchesCustomElement(x, y);
7441 TestIfElementTouchesCustomElement(x, y);
7445 static boolean ChangeElementNow(int x, int y, int element, int page)
7447 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7449 int old_element = Feld[x][y];
7451 /* always use default change event to prevent running into a loop */
7452 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
7453 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
7455 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
7457 /* reset actual trigger element and player */
7458 change->actual_trigger_element = EL_EMPTY;
7459 change->actual_trigger_player = EL_PLAYER_1;
7462 /* do not change already changed elements with same change event */
7464 if (Changed[x][y] & ChangeEvent[x][y])
7471 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7474 /* !!! indirect change before direct change !!! */
7475 CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
7478 if (change->explode)
7485 if (change->use_target_content)
7487 boolean complete_replace = TRUE;
7488 boolean can_replace[3][3];
7491 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7494 boolean is_walkable;
7495 boolean is_diggable;
7496 boolean is_collectible;
7497 boolean is_removable;
7498 boolean is_destructible;
7499 int ex = x + xx - 1;
7500 int ey = y + yy - 1;
7501 int content_element = change->target_content[xx][yy];
7504 can_replace[xx][yy] = TRUE;
7506 if (ex == x && ey == y) /* do not check changing element itself */
7509 if (content_element == EL_EMPTY_SPACE)
7511 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7516 if (!IN_LEV_FIELD(ex, ey))
7518 can_replace[xx][yy] = FALSE;
7519 complete_replace = FALSE;
7526 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7527 e = MovingOrBlocked2Element(ex, ey);
7532 is_empty = (IS_FREE(ex, ey) ||
7533 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
7534 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
7535 !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
7539 is_empty = (IS_FREE(ex, ey) ||
7540 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7542 is_empty = (IS_FREE(ex, ey) ||
7543 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7547 is_walkable = (is_empty || IS_WALKABLE(e));
7548 is_diggable = (is_empty || IS_DIGGABLE(e));
7549 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7550 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7551 is_removable = (is_diggable || is_collectible);
7553 can_replace[xx][yy] =
7554 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7555 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7556 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7557 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7558 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7559 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
7561 if (!can_replace[xx][yy])
7562 complete_replace = FALSE;
7564 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7565 IS_WALKABLE(content_element)));
7567 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7569 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7572 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7573 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7574 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7576 can_replace[xx][yy] = FALSE;
7577 complete_replace = FALSE;
7582 if (!change->only_if_complete || complete_replace)
7584 boolean something_has_changed = FALSE;
7586 if (change->only_if_complete && change->use_random_replace &&
7587 RND(100) < change->random_percentage)
7590 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7592 int ex = x + xx - 1;
7593 int ey = y + yy - 1;
7594 int content_element;
7596 if (can_replace[xx][yy] && (!change->use_random_replace ||
7597 RND(100) < change->random_percentage))
7599 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7600 RemoveMovingField(ex, ey);
7602 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7604 content_element = change->target_content[xx][yy];
7605 target_element = GET_TARGET_ELEMENT(content_element, change);
7607 ChangeElementNowExt(ex, ey, target_element);
7609 something_has_changed = TRUE;
7611 /* for symmetry reasons, freeze newly created border elements */
7612 if (ex != x || ey != y)
7613 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7617 if (something_has_changed)
7618 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7623 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7625 ChangeElementNowExt(x, y, target_element);
7627 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7631 /* this uses direct change before indirect change */
7632 CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
7638 static void ChangeElement(int x, int y, int page)
7640 int element = MovingOrBlocked2Element(x, y);
7641 struct ElementInfo *ei = &element_info[element];
7642 struct ElementChangeInfo *change = &ei->change_page[page];
7645 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7648 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7649 x, y, element, element_info[element].token_name);
7650 printf("ChangeElement(): This should never happen!\n");
7655 /* this can happen with classic bombs on walkable, changing elements */
7656 if (!CAN_CHANGE(element))
7659 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7660 ChangeDelay[x][y] = 0;
7666 if (ChangeDelay[x][y] == 0) /* initialize element change */
7668 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7669 RND(change->delay_random * change->delay_frames)) + 1;
7671 ResetGfxAnimation(x, y);
7672 ResetRandomAnimationValue(x, y);
7674 if (change->pre_change_function)
7675 change->pre_change_function(x, y);
7678 ChangeDelay[x][y]--;
7680 if (ChangeDelay[x][y] != 0) /* continue element change */
7682 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7684 if (IS_ANIMATED(graphic))
7685 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7687 if (change->change_function)
7688 change->change_function(x, y);
7690 else /* finish element change */
7692 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7694 page = ChangePage[x][y];
7695 ChangePage[x][y] = -1;
7697 change = &ei->change_page[page];
7701 if (IS_MOVING(x, y) && !change->explode)
7703 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7706 ChangeDelay[x][y] = 1; /* try change after next move step */
7707 ChangePage[x][y] = page; /* remember page to use for change */
7712 if (ChangeElementNow(x, y, element, page))
7714 if (change->post_change_function)
7715 change->post_change_function(x, y);
7720 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7721 int trigger_element,
7728 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7730 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7733 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7735 int element = EL_CUSTOM_START + i;
7737 boolean change_element = FALSE;
7740 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7743 for (j = 0; j < element_info[element].num_change_pages; j++)
7745 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7747 if (change->can_change &&
7748 change->events & CH_EVENT_BIT(trigger_event) &&
7749 change->trigger_side & trigger_side &&
7750 change->trigger_player & trigger_player &&
7751 change->trigger_page & trigger_page_bits &&
7752 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7755 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7756 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7757 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7760 change_element = TRUE;
7763 change->actual_trigger_element = trigger_element;
7764 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7770 if (!change_element)
7773 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7776 if (x == lx && y == ly) /* do not change trigger element itself */
7780 if (Feld[x][y] == element)
7782 ChangeDelay[x][y] = 1;
7783 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7784 ChangeElement(x, y, page);
7792 static boolean CheckElementChangeExt(int x, int y,
7794 int trigger_element,
7800 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7803 if (Feld[x][y] == EL_BLOCKED)
7805 Blocked2Moving(x, y, &x, &y);
7806 element = Feld[x][y];
7810 if (Feld[x][y] != element) /* check if element has already changed */
7813 printf("::: %d ('%s') != %d ('%s') [%d]\n",
7814 Feld[x][y], element_info[Feld[x][y]].token_name,
7815 element, element_info[element].token_name,
7824 if (trigger_page < 0)
7826 boolean change_element = FALSE;
7829 for (i = 0; i < element_info[element].num_change_pages; i++)
7831 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7833 if (change->can_change &&
7834 change->events & CH_EVENT_BIT(trigger_event) &&
7835 change->trigger_side & trigger_side &&
7836 change->trigger_player & trigger_player)
7838 change_element = TRUE;
7841 change->actual_trigger_element = trigger_element;
7842 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7848 if (!change_element)
7853 struct ElementInfo *ei = &element_info[element];
7854 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7856 change->actual_trigger_element = trigger_element;
7857 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7862 /* !!! this check misses pages with same event, but different side !!! */
7864 if (trigger_page < 0)
7865 trigger_page = element_info[element].event_page_nr[trigger_event];
7867 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7871 ChangeDelay[x][y] = 1;
7872 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7873 ChangeElement(x, y, trigger_page);
7878 static void PlayPlayerSound(struct PlayerInfo *player)
7880 int jx = player->jx, jy = player->jy;
7881 int element = player->element_nr;
7882 int last_action = player->last_action_waiting;
7883 int action = player->action_waiting;
7885 if (player->is_waiting)
7887 if (action != last_action)
7888 PlayLevelSoundElementAction(jx, jy, element, action);
7890 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7894 if (action != last_action)
7895 StopSound(element_info[element].sound[last_action]);
7897 if (last_action == ACTION_SLEEPING)
7898 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7902 static void PlayAllPlayersSound()
7906 for (i = 0; i < MAX_PLAYERS; i++)
7907 if (stored_player[i].active)
7908 PlayPlayerSound(&stored_player[i]);
7911 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7913 boolean last_waiting = player->is_waiting;
7914 int move_dir = player->MovDir;
7916 player->last_action_waiting = player->action_waiting;
7920 if (!last_waiting) /* not waiting -> waiting */
7922 player->is_waiting = TRUE;
7924 player->frame_counter_bored =
7926 game.player_boring_delay_fixed +
7927 SimpleRND(game.player_boring_delay_random);
7928 player->frame_counter_sleeping =
7930 game.player_sleeping_delay_fixed +
7931 SimpleRND(game.player_sleeping_delay_random);
7933 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7936 if (game.player_sleeping_delay_fixed +
7937 game.player_sleeping_delay_random > 0 &&
7938 player->anim_delay_counter == 0 &&
7939 player->post_delay_counter == 0 &&
7940 FrameCounter >= player->frame_counter_sleeping)
7941 player->is_sleeping = TRUE;
7942 else if (game.player_boring_delay_fixed +
7943 game.player_boring_delay_random > 0 &&
7944 FrameCounter >= player->frame_counter_bored)
7945 player->is_bored = TRUE;
7947 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7948 player->is_bored ? ACTION_BORING :
7951 if (player->is_sleeping)
7953 if (player->num_special_action_sleeping > 0)
7955 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7957 int last_special_action = player->special_action_sleeping;
7958 int num_special_action = player->num_special_action_sleeping;
7959 int special_action =
7960 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7961 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7962 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7963 last_special_action + 1 : ACTION_SLEEPING);
7964 int special_graphic =
7965 el_act_dir2img(player->element_nr, special_action, move_dir);
7967 player->anim_delay_counter =
7968 graphic_info[special_graphic].anim_delay_fixed +
7969 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7970 player->post_delay_counter =
7971 graphic_info[special_graphic].post_delay_fixed +
7972 SimpleRND(graphic_info[special_graphic].post_delay_random);
7974 player->special_action_sleeping = special_action;
7977 if (player->anim_delay_counter > 0)
7979 player->action_waiting = player->special_action_sleeping;
7980 player->anim_delay_counter--;
7982 else if (player->post_delay_counter > 0)
7984 player->post_delay_counter--;
7988 else if (player->is_bored)
7990 if (player->num_special_action_bored > 0)
7992 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7994 int special_action =
7995 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7996 int special_graphic =
7997 el_act_dir2img(player->element_nr, special_action, move_dir);
7999 player->anim_delay_counter =
8000 graphic_info[special_graphic].anim_delay_fixed +
8001 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8002 player->post_delay_counter =
8003 graphic_info[special_graphic].post_delay_fixed +
8004 SimpleRND(graphic_info[special_graphic].post_delay_random);
8006 player->special_action_bored = special_action;
8009 if (player->anim_delay_counter > 0)
8011 player->action_waiting = player->special_action_bored;
8012 player->anim_delay_counter--;
8014 else if (player->post_delay_counter > 0)
8016 player->post_delay_counter--;
8021 else if (last_waiting) /* waiting -> not waiting */
8023 player->is_waiting = FALSE;
8024 player->is_bored = FALSE;
8025 player->is_sleeping = FALSE;
8027 player->frame_counter_bored = -1;
8028 player->frame_counter_sleeping = -1;
8030 player->anim_delay_counter = 0;
8031 player->post_delay_counter = 0;
8033 player->action_waiting = ACTION_DEFAULT;
8035 player->special_action_bored = ACTION_DEFAULT;
8036 player->special_action_sleeping = ACTION_DEFAULT;
8041 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
8044 static byte stored_player_action[MAX_PLAYERS];
8045 static int num_stored_actions = 0;
8047 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8048 int left = player_action & JOY_LEFT;
8049 int right = player_action & JOY_RIGHT;
8050 int up = player_action & JOY_UP;
8051 int down = player_action & JOY_DOWN;
8052 int button1 = player_action & JOY_BUTTON_1;
8053 int button2 = player_action & JOY_BUTTON_2;
8054 int dx = (left ? -1 : right ? 1 : 0);
8055 int dy = (up ? -1 : down ? 1 : 0);
8058 stored_player_action[player->index_nr] = 0;
8059 num_stored_actions++;
8063 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8066 if (!player->active || tape.pausing)
8070 printf("::: [%d %d %d %d] [%d %d]\n",
8071 left, right, up, down, button1, button2);
8077 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8082 if (player->MovPos == 0)
8083 CheckGravityMovement(player);
8086 snapped = SnapField(player, dx, dy);
8090 dropped = DropElement(player);
8092 moved = MovePlayer(player, dx, dy);
8095 if (tape.single_step && tape.recording && !tape.pausing)
8097 if (button1 || (dropped && !moved))
8099 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8100 SnapField(player, 0, 0); /* stop snapping */
8104 SetPlayerWaiting(player, FALSE);
8107 return player_action;
8109 stored_player_action[player->index_nr] = player_action;
8115 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8118 /* no actions for this player (no input at player's configured device) */
8120 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8121 SnapField(player, 0, 0);
8122 CheckGravityMovementWhenNotMoving(player);
8124 if (player->MovPos == 0)
8125 SetPlayerWaiting(player, TRUE);
8127 if (player->MovPos == 0) /* needed for tape.playing */
8128 player->is_moving = FALSE;
8130 player->is_dropping = FALSE;
8136 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8138 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8140 TapeRecordAction(stored_player_action);
8141 num_stored_actions = 0;
8148 static void PlayerActions(struct PlayerInfo *player, byte player_action)
8150 static byte stored_player_action[MAX_PLAYERS];
8151 static int num_stored_actions = 0;
8152 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8153 int left = player_action & JOY_LEFT;
8154 int right = player_action & JOY_RIGHT;
8155 int up = player_action & JOY_UP;
8156 int down = player_action & JOY_DOWN;
8157 int button1 = player_action & JOY_BUTTON_1;
8158 int button2 = player_action & JOY_BUTTON_2;
8159 int dx = (left ? -1 : right ? 1 : 0);
8160 int dy = (up ? -1 : down ? 1 : 0);
8162 stored_player_action[player->index_nr] = 0;
8163 num_stored_actions++;
8165 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8167 if (!player->active || tape.pausing)
8172 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8175 snapped = SnapField(player, dx, dy);
8179 dropped = DropElement(player);
8181 moved = MovePlayer(player, dx, dy);
8184 if (tape.single_step && tape.recording && !tape.pausing)
8186 if (button1 || (dropped && !moved))
8188 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8189 SnapField(player, 0, 0); /* stop snapping */
8193 stored_player_action[player->index_nr] = player_action;
8197 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8199 /* no actions for this player (no input at player's configured device) */
8201 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8202 SnapField(player, 0, 0);
8203 CheckGravityMovementWhenNotMoving(player);
8205 if (player->MovPos == 0)
8206 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
8208 if (player->MovPos == 0) /* needed for tape.playing */
8209 player->is_moving = FALSE;
8212 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8214 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8216 TapeRecordAction(stored_player_action);
8217 num_stored_actions = 0;
8224 static unsigned long action_delay = 0;
8225 unsigned long action_delay_value;
8226 int magic_wall_x = 0, magic_wall_y = 0;
8227 int i, x, y, element, graphic;
8228 byte *recorded_player_action;
8229 byte summarized_player_action = 0;
8231 byte tape_action[MAX_PLAYERS];
8234 if (game_status != GAME_MODE_PLAYING)
8237 action_delay_value =
8238 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
8240 if (tape.playing && tape.warp_forward && !tape.pausing)
8241 action_delay_value = 0;
8243 /* ---------- main game synchronization point ---------- */
8245 WaitUntilDelayReached(&action_delay, action_delay_value);
8247 if (network_playing && !network_player_action_received)
8251 printf("DEBUG: try to get network player actions in time\n");
8255 #if defined(NETWORK_AVALIABLE)
8256 /* last chance to get network player actions without main loop delay */
8260 if (game_status != GAME_MODE_PLAYING)
8263 if (!network_player_action_received)
8267 printf("DEBUG: failed to get network player actions in time\n");
8278 printf("::: getting new tape action [%d]\n", FrameCounter);
8281 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
8284 if (recorded_player_action == NULL && tape.pausing)
8289 printf("::: %d\n", stored_player[0].action);
8293 if (recorded_player_action != NULL)
8294 for (i = 0; i < MAX_PLAYERS; i++)
8295 stored_player[i].action = recorded_player_action[i];
8298 for (i = 0; i < MAX_PLAYERS; i++)
8300 summarized_player_action |= stored_player[i].action;
8302 if (!network_playing)
8303 stored_player[i].effective_action = stored_player[i].action;
8306 #if defined(NETWORK_AVALIABLE)
8307 if (network_playing)
8308 SendToServer_MovePlayer(summarized_player_action);
8311 if (!options.network && !setup.team_mode)
8312 local_player->effective_action = summarized_player_action;
8315 if (recorded_player_action != NULL)
8316 for (i = 0; i < MAX_PLAYERS; i++)
8317 stored_player[i].effective_action = recorded_player_action[i];
8321 for (i = 0; i < MAX_PLAYERS; i++)
8323 tape_action[i] = stored_player[i].effective_action;
8325 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8326 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8329 /* only save actions from input devices, but not programmed actions */
8331 TapeRecordAction(tape_action);
8334 for (i = 0; i < MAX_PLAYERS; i++)
8336 int actual_player_action = stored_player[i].effective_action;
8339 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
8340 - rnd_equinox_tetrachloride 048
8341 - rnd_equinox_tetrachloride_ii 096
8342 - rnd_emanuel_schmieg 002
8343 - doctor_sloan_ww 001, 020
8345 if (stored_player[i].MovPos == 0)
8346 CheckGravityMovement(&stored_player[i]);
8350 /* overwrite programmed action with tape action */
8351 if (stored_player[i].programmed_action)
8352 actual_player_action = stored_player[i].programmed_action;
8356 if (stored_player[i].programmed_action)
8357 printf("::: %d\n", stored_player[i].programmed_action);
8360 if (recorded_player_action)
8363 if (stored_player[i].programmed_action &&
8364 stored_player[i].programmed_action != recorded_player_action[i])
8365 printf("::: %d: %d <-> %d\n", i,
8366 stored_player[i].programmed_action, recorded_player_action[i]);
8370 actual_player_action = recorded_player_action[i];
8375 /* overwrite tape action with programmed action */
8376 if (stored_player[i].programmed_action)
8377 actual_player_action = stored_player[i].programmed_action;
8382 printf("::: action: %d: %x [%d]\n",
8383 stored_player[i].MovPos, actual_player_action, FrameCounter);
8387 PlayerActions(&stored_player[i], actual_player_action);
8389 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
8391 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8392 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8395 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
8400 TapeRecordAction(tape_action);
8403 network_player_action_received = FALSE;
8405 ScrollScreen(NULL, SCROLL_GO_ON);
8411 for (i = 0; i < MAX_PLAYERS; i++)
8412 stored_player[i].Frame++;
8416 /* for downwards compatibility, the following code emulates a fixed bug that
8417 occured when pushing elements (causing elements that just made their last
8418 pushing step to already (if possible) make their first falling step in the
8419 same game frame, which is bad); this code is also needed to use the famous
8420 "spring push bug" which is used in older levels and might be wanted to be
8421 used also in newer levels, but in this case the buggy pushing code is only
8422 affecting the "spring" element and no other elements */
8425 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
8427 if (game.engine_version < VERSION_IDENT(2,2,0,7))
8430 for (i = 0; i < MAX_PLAYERS; i++)
8432 struct PlayerInfo *player = &stored_player[i];
8437 if (player->active && player->is_pushing && player->is_moving &&
8439 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
8440 Feld[x][y] == EL_SPRING))
8442 if (player->active && player->is_pushing && player->is_moving &&
8446 ContinueMoving(x, y);
8448 /* continue moving after pushing (this is actually a bug) */
8449 if (!IS_MOVING(x, y))
8458 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8460 Changed[x][y] = CE_BITMASK_DEFAULT;
8461 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
8464 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
8466 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
8467 printf("GameActions(): This should never happen!\n");
8469 ChangePage[x][y] = -1;
8474 if (WasJustMoving[x][y] > 0)
8475 WasJustMoving[x][y]--;
8476 if (WasJustFalling[x][y] > 0)
8477 WasJustFalling[x][y]--;
8478 if (CheckCollision[x][y] > 0)
8479 CheckCollision[x][y]--;
8484 /* reset finished pushing action (not done in ContinueMoving() to allow
8485 continous pushing animation for elements with zero push delay) */
8486 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
8488 ResetGfxAnimation(x, y);
8489 DrawLevelField(x, y);
8494 if (IS_BLOCKED(x, y))
8498 Blocked2Moving(x, y, &oldx, &oldy);
8499 if (!IS_MOVING(oldx, oldy))
8501 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8502 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8503 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8504 printf("GameActions(): This should never happen!\n");
8510 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8512 element = Feld[x][y];
8514 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8516 graphic = el2img(element);
8522 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8524 element = graphic = 0;
8528 if (graphic_info[graphic].anim_global_sync)
8529 GfxFrame[x][y] = FrameCounter;
8531 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8532 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8533 ResetRandomAnimationValue(x, y);
8535 SetRandomAnimationValue(x, y);
8538 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8541 if (IS_INACTIVE(element))
8543 if (IS_ANIMATED(graphic))
8544 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8550 /* this may take place after moving, so 'element' may have changed */
8552 if (IS_CHANGING(x, y))
8554 if (IS_CHANGING(x, y) &&
8555 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8559 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8560 element_info[element].event_page_nr[CE_DELAY]);
8562 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8565 element = Feld[x][y];
8566 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8570 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8575 element = Feld[x][y];
8576 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8578 if (element == EL_MOLE)
8579 printf("::: %d, %d, %d [%d]\n",
8580 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8584 if (element == EL_YAMYAM)
8585 printf("::: %d, %d, %d\n",
8586 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8590 if (IS_ANIMATED(graphic) &&
8594 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8597 if (element == EL_BUG)
8598 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8602 if (element == EL_MOLE)
8603 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8607 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8608 EdelsteinFunkeln(x, y);
8610 else if ((element == EL_ACID ||
8611 element == EL_EXIT_OPEN ||
8612 element == EL_SP_EXIT_OPEN ||
8613 element == EL_SP_TERMINAL ||
8614 element == EL_SP_TERMINAL_ACTIVE ||
8615 element == EL_EXTRA_TIME ||
8616 element == EL_SHIELD_NORMAL ||
8617 element == EL_SHIELD_DEADLY) &&
8618 IS_ANIMATED(graphic))
8619 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8620 else if (IS_MOVING(x, y))
8621 ContinueMoving(x, y);
8622 else if (IS_ACTIVE_BOMB(element))
8623 CheckDynamite(x, y);
8625 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8626 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8628 else if (element == EL_AMOEBA_GROWING)
8629 AmoebeWaechst(x, y);
8630 else if (element == EL_AMOEBA_SHRINKING)
8631 AmoebaDisappearing(x, y);
8633 #if !USE_NEW_AMOEBA_CODE
8634 else if (IS_AMOEBALIVE(element))
8635 AmoebeAbleger(x, y);
8638 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8640 else if (element == EL_EXIT_CLOSED)
8642 else if (element == EL_SP_EXIT_CLOSED)
8644 else if (element == EL_EXPANDABLE_WALL_GROWING)
8646 else if (element == EL_EXPANDABLE_WALL ||
8647 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8648 element == EL_EXPANDABLE_WALL_VERTICAL ||
8649 element == EL_EXPANDABLE_WALL_ANY)
8651 else if (element == EL_FLAMES)
8652 CheckForDragon(x, y);
8654 else if (IS_AUTO_CHANGING(element))
8655 ChangeElement(x, y);
8657 else if (element == EL_EXPLOSION)
8658 ; /* drawing of correct explosion animation is handled separately */
8659 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8660 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8663 /* this may take place after moving, so 'element' may have changed */
8664 if (IS_AUTO_CHANGING(Feld[x][y]))
8665 ChangeElement(x, y);
8668 if (IS_BELT_ACTIVE(element))
8669 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8671 if (game.magic_wall_active)
8673 int jx = local_player->jx, jy = local_player->jy;
8675 /* play the element sound at the position nearest to the player */
8676 if ((element == EL_MAGIC_WALL_FULL ||
8677 element == EL_MAGIC_WALL_ACTIVE ||
8678 element == EL_MAGIC_WALL_EMPTYING ||
8679 element == EL_BD_MAGIC_WALL_FULL ||
8680 element == EL_BD_MAGIC_WALL_ACTIVE ||
8681 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8682 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8690 #if USE_NEW_AMOEBA_CODE
8691 /* new experimental amoeba growth stuff */
8693 if (!(FrameCounter % 8))
8696 static unsigned long random = 1684108901;
8698 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8701 x = (random >> 10) % lev_fieldx;
8702 y = (random >> 20) % lev_fieldy;
8704 x = RND(lev_fieldx);
8705 y = RND(lev_fieldy);
8707 element = Feld[x][y];
8710 if (!IS_PLAYER(x,y) &&
8711 (element == EL_EMPTY ||
8712 CAN_GROW_INTO(element) ||
8713 element == EL_QUICKSAND_EMPTY ||
8714 element == EL_ACID_SPLASH_LEFT ||
8715 element == EL_ACID_SPLASH_RIGHT))
8717 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8718 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8719 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8720 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8721 Feld[x][y] = EL_AMOEBA_DROP;
8724 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8725 if (!IS_PLAYER(x,y) &&
8726 (element == EL_EMPTY ||
8727 element == EL_SAND ||
8728 element == EL_QUICKSAND_EMPTY ||
8729 element == EL_ACID_SPLASH_LEFT ||
8730 element == EL_ACID_SPLASH_RIGHT))
8732 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8733 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8734 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8735 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8736 Feld[x][y] = EL_AMOEBA_DROP;
8740 random = random * 129 + 1;
8746 if (game.explosions_delayed)
8749 game.explosions_delayed = FALSE;
8751 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8753 element = Feld[x][y];
8755 if (ExplodeField[x][y])
8756 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8757 else if (element == EL_EXPLOSION)
8758 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8760 ExplodeField[x][y] = EX_TYPE_NONE;
8763 game.explosions_delayed = TRUE;
8766 if (game.magic_wall_active)
8768 if (!(game.magic_wall_time_left % 4))
8770 int element = Feld[magic_wall_x][magic_wall_y];
8772 if (element == EL_BD_MAGIC_WALL_FULL ||
8773 element == EL_BD_MAGIC_WALL_ACTIVE ||
8774 element == EL_BD_MAGIC_WALL_EMPTYING)
8775 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8777 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8780 if (game.magic_wall_time_left > 0)
8782 game.magic_wall_time_left--;
8783 if (!game.magic_wall_time_left)
8785 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8787 element = Feld[x][y];
8789 if (element == EL_MAGIC_WALL_ACTIVE ||
8790 element == EL_MAGIC_WALL_FULL)
8792 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8793 DrawLevelField(x, y);
8795 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8796 element == EL_BD_MAGIC_WALL_FULL)
8798 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8799 DrawLevelField(x, y);
8803 game.magic_wall_active = FALSE;
8808 if (game.light_time_left > 0)
8810 game.light_time_left--;
8812 if (game.light_time_left == 0)
8813 RedrawAllLightSwitchesAndInvisibleElements();
8816 if (game.timegate_time_left > 0)
8818 game.timegate_time_left--;
8820 if (game.timegate_time_left == 0)
8821 CloseAllOpenTimegates();
8824 for (i = 0; i < MAX_PLAYERS; i++)
8826 struct PlayerInfo *player = &stored_player[i];
8828 if (SHIELD_ON(player))
8830 if (player->shield_deadly_time_left)
8831 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8832 else if (player->shield_normal_time_left)
8833 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8837 if (TimeFrames >= FRAMES_PER_SECOND)
8842 for (i = 0; i < MAX_PLAYERS; i++)
8844 struct PlayerInfo *player = &stored_player[i];
8846 if (SHIELD_ON(player))
8848 player->shield_normal_time_left--;
8850 if (player->shield_deadly_time_left > 0)
8851 player->shield_deadly_time_left--;
8855 if (!level.use_step_counter)
8863 if (TimeLeft <= 10 && setup.time_limit)
8864 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8866 DrawGameValue_Time(TimeLeft);
8868 if (!TimeLeft && setup.time_limit)
8869 for (i = 0; i < MAX_PLAYERS; i++)
8870 KillHero(&stored_player[i]);
8872 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8873 DrawGameValue_Time(TimePlayed);
8876 if (tape.recording || tape.playing)
8877 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8881 PlayAllPlayersSound();
8883 if (options.debug) /* calculate frames per second */
8885 static unsigned long fps_counter = 0;
8886 static int fps_frames = 0;
8887 unsigned long fps_delay_ms = Counter() - fps_counter;
8891 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8893 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8896 fps_counter = Counter();
8899 redraw_mask |= REDRAW_FPS;
8903 if (stored_player[0].jx != stored_player[0].last_jx ||
8904 stored_player[0].jy != stored_player[0].last_jy)
8905 printf("::: %d, %d, %d, %d, %d\n",
8906 stored_player[0].MovDir,
8907 stored_player[0].MovPos,
8908 stored_player[0].GfxPos,
8909 stored_player[0].Frame,
8910 stored_player[0].StepFrame);
8917 for (i = 0; i < MAX_PLAYERS; i++)
8920 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8922 stored_player[i].Frame += move_frames;
8924 if (stored_player[i].MovPos != 0)
8925 stored_player[i].StepFrame += move_frames;
8927 if (stored_player[i].drop_delay > 0)
8928 stored_player[i].drop_delay--;
8933 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8935 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8937 local_player->show_envelope = 0;
8942 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8944 int min_x = x, min_y = y, max_x = x, max_y = y;
8947 for (i = 0; i < MAX_PLAYERS; i++)
8949 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8951 if (!stored_player[i].active || &stored_player[i] == player)
8954 min_x = MIN(min_x, jx);
8955 min_y = MIN(min_y, jy);
8956 max_x = MAX(max_x, jx);
8957 max_y = MAX(max_y, jy);
8960 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8963 static boolean AllPlayersInVisibleScreen()
8967 for (i = 0; i < MAX_PLAYERS; i++)
8969 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8971 if (!stored_player[i].active)
8974 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8981 void ScrollLevel(int dx, int dy)
8983 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8986 BlitBitmap(drawto_field, drawto_field,
8987 FX + TILEX * (dx == -1) - softscroll_offset,
8988 FY + TILEY * (dy == -1) - softscroll_offset,
8989 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8990 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8991 FX + TILEX * (dx == 1) - softscroll_offset,
8992 FY + TILEY * (dy == 1) - softscroll_offset);
8996 x = (dx == 1 ? BX1 : BX2);
8997 for (y = BY1; y <= BY2; y++)
8998 DrawScreenField(x, y);
9003 y = (dy == 1 ? BY1 : BY2);
9004 for (x = BX1; x <= BX2; x++)
9005 DrawScreenField(x, y);
9008 redraw_mask |= REDRAW_FIELD;
9012 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
9014 int nextx = x + dx, nexty = y + dy;
9015 int element = Feld[x][y];
9018 element != EL_SP_PORT_LEFT &&
9019 element != EL_SP_GRAVITY_PORT_LEFT &&
9020 element != EL_SP_PORT_HORIZONTAL &&
9021 element != EL_SP_PORT_ANY) ||
9023 element != EL_SP_PORT_RIGHT &&
9024 element != EL_SP_GRAVITY_PORT_RIGHT &&
9025 element != EL_SP_PORT_HORIZONTAL &&
9026 element != EL_SP_PORT_ANY) ||
9028 element != EL_SP_PORT_UP &&
9029 element != EL_SP_GRAVITY_PORT_UP &&
9030 element != EL_SP_PORT_VERTICAL &&
9031 element != EL_SP_PORT_ANY) ||
9033 element != EL_SP_PORT_DOWN &&
9034 element != EL_SP_GRAVITY_PORT_DOWN &&
9035 element != EL_SP_PORT_VERTICAL &&
9036 element != EL_SP_PORT_ANY) ||
9037 !IN_LEV_FIELD(nextx, nexty) ||
9038 !IS_FREE(nextx, nexty))
9045 static boolean canFallDown(struct PlayerInfo *player)
9047 int jx = player->jx, jy = player->jy;
9049 return (IN_LEV_FIELD(jx, jy + 1) &&
9050 (IS_FREE(jx, jy + 1) ||
9051 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
9052 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
9053 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
9056 static boolean canPassField(int x, int y, int move_dir)
9058 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9059 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9060 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9063 int element = Feld[x][y];
9065 return (IS_PASSABLE_FROM(element, opposite_dir) &&
9066 !CAN_MOVE(element) &&
9067 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9068 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9069 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
9072 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
9074 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9075 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9076 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9080 int nextx = newx + dx;
9081 int nexty = newy + dy;
9085 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9086 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9088 (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
9090 (IS_DIGGABLE(Feld[newx][newy]) ||
9091 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9092 canPassField(newx, newy, move_dir)));
9095 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9096 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9097 (IS_DIGGABLE(Feld[newx][newy]) ||
9098 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9099 canPassField(newx, newy, move_dir)));
9102 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9103 (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
9104 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9105 canPassField(newx, newy, move_dir)));
9107 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9108 (IS_DIGGABLE(Feld[newx][newy]) ||
9109 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9110 (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
9111 !CAN_MOVE(Feld[newx][newy]) &&
9112 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9113 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9114 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
9120 static void CheckGravityMovement(struct PlayerInfo *player)
9122 if (game.gravity && !player->programmed_action)
9125 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
9126 int move_dir_vertical = player->effective_action & MV_VERTICAL;
9128 int move_dir_horizontal = player->action & MV_HORIZONTAL;
9129 int move_dir_vertical = player->action & MV_VERTICAL;
9133 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
9135 boolean player_is_snapping = player->action & JOY_BUTTON_1;
9138 int jx = player->jx, jy = player->jy;
9140 boolean player_is_moving_to_valid_field =
9141 (!player_is_snapping &&
9142 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
9143 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
9147 (player->last_move_dir & MV_HORIZONTAL ?
9148 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
9149 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
9153 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9154 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9155 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9156 int new_jx = jx + dx, new_jy = jy + dy;
9157 int nextx = new_jx + dx, nexty = new_jy + dy;
9163 boolean player_can_fall_down = canFallDown(player);
9165 boolean player_can_fall_down =
9166 (IN_LEV_FIELD(jx, jy + 1) &&
9167 (IS_FREE(jx, jy + 1) ||
9168 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
9172 boolean player_can_fall_down =
9173 (IN_LEV_FIELD(jx, jy + 1) &&
9174 (IS_FREE(jx, jy + 1)));
9178 boolean player_is_moving_to_valid_field =
9181 !player_is_snapping &&
9185 IN_LEV_FIELD(new_jx, new_jy) &&
9186 (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
9187 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9188 element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
9189 IN_LEV_FIELD(nextx, nexty) &&
9190 element_info[Feld[nextx][nexty]].access_direction & move_dir))
9192 IN_LEV_FIELD(new_jx, new_jy) &&
9193 (Feld[new_jx][new_jy] == EL_SP_BASE ||
9194 Feld[new_jx][new_jy] == EL_SAND ||
9195 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9196 canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
9197 /* !!! extend EL_SAND to anything diggable !!! */
9203 boolean player_is_standing_on_valid_field =
9204 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9205 (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
9209 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
9210 player_can_fall_down,
9211 player_is_standing_on_valid_field,
9212 player_is_moving_to_valid_field,
9213 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
9214 player->effective_action,
9215 player->can_fall_into_acid);
9218 if (player_can_fall_down &&
9220 !player_is_standing_on_valid_field &&
9222 !player_is_moving_to_valid_field)
9225 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
9226 jx, jy, FrameCounter);
9229 player->programmed_action = MV_DOWN;
9234 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
9237 return CheckGravityMovement(player);
9240 if (game.gravity && !player->programmed_action)
9242 int jx = player->jx, jy = player->jy;
9243 boolean field_under_player_is_free =
9244 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
9245 boolean player_is_standing_on_valid_field =
9246 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9247 (IS_WALKABLE(Feld[jx][jy]) &&
9248 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
9250 if (field_under_player_is_free && !player_is_standing_on_valid_field)
9251 player->programmed_action = MV_DOWN;
9257 -----------------------------------------------------------------------------
9258 dx, dy: direction (non-diagonal) to try to move the player to
9259 real_dx, real_dy: direction as read from input device (can be diagonal)
9262 boolean MovePlayerOneStep(struct PlayerInfo *player,
9263 int dx, int dy, int real_dx, int real_dy)
9266 static int trigger_sides[4][2] =
9268 /* enter side leave side */
9269 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9270 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9271 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9272 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9274 int move_direction = (dx == -1 ? MV_LEFT :
9275 dx == +1 ? MV_RIGHT :
9277 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9278 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9279 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9281 int jx = player->jx, jy = player->jy;
9282 int new_jx = jx + dx, new_jy = jy + dy;
9286 if (!player->active || (!dx && !dy))
9287 return MF_NO_ACTION;
9289 player->MovDir = (dx < 0 ? MV_LEFT :
9292 dy > 0 ? MV_DOWN : MV_NO_MOVING);
9294 if (!IN_LEV_FIELD(new_jx, new_jy))
9295 return MF_NO_ACTION;
9297 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
9298 return MF_NO_ACTION;
9301 element = MovingOrBlocked2Element(new_jx, new_jy);
9303 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
9306 if (DONT_RUN_INTO(element))
9308 if (element == EL_ACID && dx == 0 && dy == 1)
9310 SplashAcid(new_jx, new_jy);
9311 Feld[jx][jy] = EL_PLAYER_1;
9312 InitMovingField(jx, jy, MV_DOWN);
9313 Store[jx][jy] = EL_ACID;
9314 ContinueMoving(jx, jy);
9318 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
9323 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
9324 if (can_move != MF_MOVING)
9327 /* check if DigField() has caused relocation of the player */
9328 if (player->jx != jx || player->jy != jy)
9329 return MF_NO_ACTION;
9331 StorePlayer[jx][jy] = 0;
9332 player->last_jx = jx;
9333 player->last_jy = jy;
9334 player->jx = new_jx;
9335 player->jy = new_jy;
9336 StorePlayer[new_jx][new_jy] = player->element_nr;
9339 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
9341 player->step_counter++;
9344 player->drop_delay = 0;
9347 PlayerVisit[jx][jy] = FrameCounter;
9349 ScrollPlayer(player, SCROLL_INIT);
9352 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9354 CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
9356 CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
9359 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
9361 CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9362 CE_OTHER_GETS_ENTERED, enter_side);
9363 CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9364 CE_ENTERED_BY_PLAYER, enter_side);
9371 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
9373 int jx = player->jx, jy = player->jy;
9374 int old_jx = jx, old_jy = jy;
9375 int moved = MF_NO_ACTION;
9378 if (!player->active)
9383 if (player->MovPos == 0)
9385 player->is_moving = FALSE;
9386 player->is_digging = FALSE;
9387 player->is_collecting = FALSE;
9388 player->is_snapping = FALSE;
9389 player->is_pushing = FALSE;
9395 if (!player->active || (!dx && !dy))
9400 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9406 if (!FrameReached(&player->move_delay, player->move_delay_value))
9409 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9410 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
9416 /* store if player is automatically moved to next field */
9417 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
9419 /* remove the last programmed player action */
9420 player->programmed_action = 0;
9424 /* should only happen if pre-1.2 tape recordings are played */
9425 /* this is only for backward compatibility */
9427 int original_move_delay_value = player->move_delay_value;
9430 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
9434 /* scroll remaining steps with finest movement resolution */
9435 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
9437 while (player->MovPos)
9439 ScrollPlayer(player, SCROLL_GO_ON);
9440 ScrollScreen(NULL, SCROLL_GO_ON);
9446 player->move_delay_value = original_move_delay_value;
9449 if (player->last_move_dir & MV_HORIZONTAL)
9451 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
9452 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
9456 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
9457 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
9463 if (moved & MF_MOVING && !ScreenMovPos &&
9464 (player == local_player || !options.network))
9466 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
9467 int offset = (setup.scroll_delay ? 3 : 0);
9469 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9471 /* actual player has left the screen -- scroll in that direction */
9472 if (jx != old_jx) /* player has moved horizontally */
9473 scroll_x += (jx - old_jx);
9474 else /* player has moved vertically */
9475 scroll_y += (jy - old_jy);
9479 if (jx != old_jx) /* player has moved horizontally */
9481 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
9482 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
9483 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
9485 /* don't scroll over playfield boundaries */
9486 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
9487 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
9489 /* don't scroll more than one field at a time */
9490 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
9492 /* don't scroll against the player's moving direction */
9493 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
9494 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
9495 scroll_x = old_scroll_x;
9497 else /* player has moved vertically */
9499 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
9500 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
9501 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
9503 /* don't scroll over playfield boundaries */
9504 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
9505 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
9507 /* don't scroll more than one field at a time */
9508 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
9510 /* don't scroll against the player's moving direction */
9511 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
9512 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
9513 scroll_y = old_scroll_y;
9517 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
9519 if (!options.network && !AllPlayersInVisibleScreen())
9521 scroll_x = old_scroll_x;
9522 scroll_y = old_scroll_y;
9526 ScrollScreen(player, SCROLL_INIT);
9527 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
9534 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
9536 if (!(moved & MF_MOVING) && !player->is_pushing)
9541 player->StepFrame = 0;
9543 if (moved & MF_MOVING)
9545 if (old_jx != jx && old_jy == jy)
9546 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
9547 else if (old_jx == jx && old_jy != jy)
9548 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
9550 DrawLevelField(jx, jy); /* for "crumbled sand" */
9552 player->last_move_dir = player->MovDir;
9553 player->is_moving = TRUE;
9555 player->is_snapping = FALSE;
9559 player->is_switching = FALSE;
9562 player->is_dropping = FALSE;
9566 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
9569 if (game.engine_version < VERSION_IDENT(3,1,0,0))
9572 int move_direction = player->MovDir;
9574 int enter_side = MV_DIR_OPPOSITE(move_direction);
9575 int leave_side = move_direction;
9577 static int trigger_sides[4][2] =
9579 /* enter side leave side */
9580 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9581 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9582 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9583 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9585 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9586 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9588 int old_element = Feld[old_jx][old_jy];
9589 int new_element = Feld[jx][jy];
9592 /* !!! TEST ONLY !!! */
9593 if (IS_CUSTOM_ELEMENT(old_element))
9594 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9596 player->index_bit, leave_side);
9598 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9600 player->index_bit, leave_side);
9602 if (IS_CUSTOM_ELEMENT(new_element))
9603 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9604 player->index_bit, enter_side);
9606 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9607 CE_OTHER_GETS_ENTERED,
9608 player->index_bit, enter_side);
9618 CheckGravityMovementWhenNotMoving(player);
9621 player->last_move_dir = MV_NO_MOVING;
9623 player->is_moving = FALSE;
9626 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9628 TestIfHeroTouchesBadThing(jx, jy);
9629 TestIfPlayerTouchesCustomElement(jx, jy);
9632 if (!player->active)
9638 void ScrollPlayer(struct PlayerInfo *player, int mode)
9640 int jx = player->jx, jy = player->jy;
9641 int last_jx = player->last_jx, last_jy = player->last_jy;
9642 int move_stepsize = TILEX / player->move_delay_value;
9644 if (!player->active || !player->MovPos)
9647 if (mode == SCROLL_INIT)
9649 player->actual_frame_counter = FrameCounter;
9650 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9652 if (Feld[last_jx][last_jy] == EL_EMPTY)
9653 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9661 else if (!FrameReached(&player->actual_frame_counter, 1))
9664 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
9665 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9667 if (!player->block_last_field &&
9668 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9669 Feld[last_jx][last_jy] = EL_EMPTY;
9671 /* before DrawPlayer() to draw correct player graphic for this case */
9672 if (player->MovPos == 0)
9673 CheckGravityMovement(player);
9676 DrawPlayer(player); /* needed here only to cleanup last field */
9679 if (player->MovPos == 0) /* player reached destination field */
9682 if (player->move_delay_reset_counter > 0)
9684 player->move_delay_reset_counter--;
9686 if (player->move_delay_reset_counter == 0)
9688 /* continue with normal speed after quickly moving through gate */
9689 HALVE_PLAYER_SPEED(player);
9691 /* be able to make the next move without delay */
9692 player->move_delay = 0;
9696 if (IS_PASSABLE(Feld[last_jx][last_jy]))
9698 /* continue with normal speed after quickly moving through gate */
9699 HALVE_PLAYER_SPEED(player);
9701 /* be able to make the next move without delay */
9702 player->move_delay = 0;
9706 if (player->block_last_field &&
9707 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9708 Feld[last_jx][last_jy] = EL_EMPTY;
9710 player->last_jx = jx;
9711 player->last_jy = jy;
9713 if (Feld[jx][jy] == EL_EXIT_OPEN ||
9714 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
9715 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
9717 DrawPlayer(player); /* needed here only to cleanup last field */
9720 if (local_player->friends_still_needed == 0 ||
9721 IS_SP_ELEMENT(Feld[jx][jy]))
9722 player->LevelSolved = player->GameOver = TRUE;
9726 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
9727 /* this breaks one level: "machine", level 000 */
9729 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9732 int move_direction = player->MovDir;
9734 int enter_side = MV_DIR_OPPOSITE(move_direction);
9735 int leave_side = move_direction;
9737 static int trigger_sides[4][2] =
9739 /* enter side leave side */
9740 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9741 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9742 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9743 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9745 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9746 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9748 int old_jx = last_jx;
9749 int old_jy = last_jy;
9750 int old_element = Feld[old_jx][old_jy];
9751 int new_element = Feld[jx][jy];
9754 /* !!! TEST ONLY !!! */
9755 if (IS_CUSTOM_ELEMENT(old_element))
9756 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9758 player->index_bit, leave_side);
9760 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9762 player->index_bit, leave_side);
9764 if (IS_CUSTOM_ELEMENT(new_element))
9765 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9766 player->index_bit, enter_side);
9768 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9769 CE_OTHER_GETS_ENTERED,
9770 player->index_bit, enter_side);
9776 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9778 TestIfHeroTouchesBadThing(jx, jy);
9779 TestIfPlayerTouchesCustomElement(jx, jy);
9781 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
9784 if (!player->active)
9788 if (level.use_step_counter)
9798 if (TimeLeft <= 10 && setup.time_limit)
9799 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9801 DrawGameValue_Time(TimeLeft);
9803 if (!TimeLeft && setup.time_limit)
9804 for (i = 0; i < MAX_PLAYERS; i++)
9805 KillHero(&stored_player[i]);
9807 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9808 DrawGameValue_Time(TimePlayed);
9811 if (tape.single_step && tape.recording && !tape.pausing &&
9812 !player->programmed_action)
9813 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9817 void ScrollScreen(struct PlayerInfo *player, int mode)
9819 static unsigned long screen_frame_counter = 0;
9821 if (mode == SCROLL_INIT)
9823 /* set scrolling step size according to actual player's moving speed */
9824 ScrollStepSize = TILEX / player->move_delay_value;
9826 screen_frame_counter = FrameCounter;
9827 ScreenMovDir = player->MovDir;
9828 ScreenMovPos = player->MovPos;
9829 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9832 else if (!FrameReached(&screen_frame_counter, 1))
9837 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9838 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9839 redraw_mask |= REDRAW_FIELD;
9842 ScreenMovDir = MV_NO_MOVING;
9845 void TestIfPlayerTouchesCustomElement(int x, int y)
9847 static int xy[4][2] =
9854 static int trigger_sides[4][2] =
9856 /* center side border side */
9857 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9858 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9859 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9860 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9862 static int touch_dir[4] =
9869 int center_element = Feld[x][y]; /* should always be non-moving! */
9872 for (i = 0; i < NUM_DIRECTIONS; i++)
9874 int xx = x + xy[i][0];
9875 int yy = y + xy[i][1];
9876 int center_side = trigger_sides[i][0];
9877 int border_side = trigger_sides[i][1];
9880 if (!IN_LEV_FIELD(xx, yy))
9883 if (IS_PLAYER(x, y))
9885 struct PlayerInfo *player = PLAYERINFO(x, y);
9887 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9888 border_element = Feld[xx][yy]; /* may be moving! */
9889 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9890 border_element = Feld[xx][yy];
9891 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9892 border_element = MovingOrBlocked2Element(xx, yy);
9894 continue; /* center and border element do not touch */
9897 /* !!! TEST ONLY !!! */
9898 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9899 player->index_bit, border_side);
9900 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9901 CE_OTHER_GETS_TOUCHED,
9902 player->index_bit, border_side);
9904 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9905 CE_OTHER_GETS_TOUCHED,
9906 player->index_bit, border_side);
9907 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9908 player->index_bit, border_side);
9911 else if (IS_PLAYER(xx, yy))
9913 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9915 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9917 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9918 continue; /* center and border element do not touch */
9922 /* !!! TEST ONLY !!! */
9923 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9924 player->index_bit, center_side);
9925 CheckTriggeredElementChangeByPlayer(x, y, center_element,
9926 CE_OTHER_GETS_TOUCHED,
9927 player->index_bit, center_side);
9929 CheckTriggeredElementChangeByPlayer(x, y, center_element,
9930 CE_OTHER_GETS_TOUCHED,
9931 player->index_bit, center_side);
9932 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9933 player->index_bit, center_side);
9941 void TestIfElementTouchesCustomElement(int x, int y)
9943 static int xy[4][2] =
9950 static int trigger_sides[4][2] =
9952 /* center side border side */
9953 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9954 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9955 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9956 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9958 static int touch_dir[4] =
9965 boolean change_center_element = FALSE;
9966 int center_element_change_page = 0;
9967 int center_element = Feld[x][y]; /* should always be non-moving! */
9968 int border_trigger_element;
9971 for (i = 0; i < NUM_DIRECTIONS; i++)
9973 int xx = x + xy[i][0];
9974 int yy = y + xy[i][1];
9975 int center_side = trigger_sides[i][0];
9976 int border_side = trigger_sides[i][1];
9979 if (!IN_LEV_FIELD(xx, yy))
9982 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9983 border_element = Feld[xx][yy]; /* may be moving! */
9984 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9985 border_element = Feld[xx][yy];
9986 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9987 border_element = MovingOrBlocked2Element(xx, yy);
9989 continue; /* center and border element do not touch */
9991 /* check for change of center element (but change it only once) */
9992 if (IS_CUSTOM_ELEMENT(center_element) &&
9993 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9994 !change_center_element)
9996 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9998 struct ElementChangeInfo *change =
9999 &element_info[center_element].change_page[j];
10001 if (change->can_change &&
10002 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10003 change->trigger_side & border_side &&
10005 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
10007 change->trigger_element == border_element
10011 change_center_element = TRUE;
10012 center_element_change_page = j;
10013 border_trigger_element = border_element;
10020 /* check for change of border element */
10021 if (IS_CUSTOM_ELEMENT(border_element) &&
10022 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
10024 for (j = 0; j < element_info[border_element].num_change_pages; j++)
10026 struct ElementChangeInfo *change =
10027 &element_info[border_element].change_page[j];
10029 if (change->can_change &&
10030 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10031 change->trigger_side & center_side &&
10033 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
10035 change->trigger_element == center_element
10040 printf("::: border_element %d, %d\n", x, y);
10043 CheckElementChangeByPage(xx, yy, border_element, center_element,
10044 CE_OTHER_IS_TOUCHING, j);
10051 if (change_center_element)
10054 printf("::: center_element %d, %d\n", x, y);
10057 CheckElementChangeByPage(x, y, center_element, border_trigger_element,
10058 CE_OTHER_IS_TOUCHING, center_element_change_page);
10062 void TestIfElementHitsCustomElement(int x, int y, int direction)
10064 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10065 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10066 int hitx = x + dx, hity = y + dy;
10067 int hitting_element = Feld[x][y];
10068 int touched_element;
10070 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10071 !IS_FREE(hitx, hity) &&
10072 (!IS_MOVING(hitx, hity) ||
10073 MovDir[hitx][hity] != direction ||
10074 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10077 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10081 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10085 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10086 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10088 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10089 CE_HITTING_SOMETHING, direction);
10091 if (IN_LEV_FIELD(hitx, hity))
10093 int opposite_direction = MV_DIR_OPPOSITE(direction);
10094 int hitting_side = direction;
10095 int touched_side = opposite_direction;
10097 int touched_element = MovingOrBlocked2Element(hitx, hity);
10100 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10101 MovDir[hitx][hity] != direction ||
10102 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10111 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10112 CE_HIT_BY_SOMETHING, opposite_direction);
10114 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10115 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
10117 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10119 struct ElementChangeInfo *change =
10120 &element_info[hitting_element].change_page[i];
10122 if (change->can_change &&
10123 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
10124 change->trigger_side & touched_side &&
10127 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10129 change->trigger_element == touched_element
10133 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10134 CE_OTHER_IS_HITTING, i);
10140 if (IS_CUSTOM_ELEMENT(touched_element) &&
10141 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
10143 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10145 struct ElementChangeInfo *change =
10146 &element_info[touched_element].change_page[i];
10148 if (change->can_change &&
10149 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
10150 change->trigger_side & hitting_side &&
10152 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10154 change->trigger_element == hitting_element
10158 CheckElementChangeByPage(hitx, hity, touched_element,
10159 hitting_element, CE_OTHER_GETS_HIT, i);
10169 void TestIfElementSmashesCustomElement(int x, int y, int direction)
10171 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10172 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10173 int hitx = x + dx, hity = y + dy;
10174 int hitting_element = Feld[x][y];
10175 int touched_element;
10177 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10178 !IS_FREE(hitx, hity) &&
10179 (!IS_MOVING(hitx, hity) ||
10180 MovDir[hitx][hity] != direction ||
10181 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10184 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10188 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10192 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10193 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10195 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10196 EP_CAN_SMASH_EVERYTHING, direction);
10198 if (IN_LEV_FIELD(hitx, hity))
10200 int opposite_direction = MV_DIR_OPPOSITE(direction);
10201 int hitting_side = direction;
10202 int touched_side = opposite_direction;
10204 int touched_element = MovingOrBlocked2Element(hitx, hity);
10207 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10208 MovDir[hitx][hity] != direction ||
10209 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10218 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10219 CE_SMASHED_BY_SOMETHING, opposite_direction);
10221 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10222 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
10224 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10226 struct ElementChangeInfo *change =
10227 &element_info[hitting_element].change_page[i];
10229 if (change->can_change &&
10230 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
10231 change->trigger_side & touched_side &&
10234 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10236 change->trigger_element == touched_element
10240 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10241 CE_OTHER_IS_SMASHING, i);
10247 if (IS_CUSTOM_ELEMENT(touched_element) &&
10248 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
10250 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10252 struct ElementChangeInfo *change =
10253 &element_info[touched_element].change_page[i];
10255 if (change->can_change &&
10256 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
10257 change->trigger_side & hitting_side &&
10259 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10261 change->trigger_element == hitting_element
10265 CheckElementChangeByPage(hitx, hity, touched_element,
10266 hitting_element, CE_OTHER_GETS_SMASHED,i);
10276 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
10278 int i, kill_x = -1, kill_y = -1;
10279 int bad_element = -1;
10280 static int test_xy[4][2] =
10287 static int test_dir[4] =
10295 for (i = 0; i < NUM_DIRECTIONS; i++)
10297 int test_x, test_y, test_move_dir, test_element;
10299 test_x = good_x + test_xy[i][0];
10300 test_y = good_y + test_xy[i][1];
10302 if (!IN_LEV_FIELD(test_x, test_y))
10306 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10309 test_element = Feld[test_x][test_y];
10311 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
10314 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10315 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10317 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
10318 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
10322 bad_element = test_element;
10328 if (kill_x != -1 || kill_y != -1)
10330 if (IS_PLAYER(good_x, good_y))
10332 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
10335 if (player->shield_deadly_time_left > 0 &&
10336 !IS_INDESTRUCTIBLE(bad_element))
10337 Bang(kill_x, kill_y);
10338 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10341 if (player->shield_deadly_time_left > 0)
10342 Bang(kill_x, kill_y);
10343 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10348 Bang(good_x, good_y);
10352 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
10354 int i, kill_x = -1, kill_y = -1;
10355 int bad_element = Feld[bad_x][bad_y];
10356 static int test_xy[4][2] =
10363 static int touch_dir[4] =
10365 MV_LEFT | MV_RIGHT,
10370 static int test_dir[4] =
10378 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
10381 for (i = 0; i < NUM_DIRECTIONS; i++)
10383 int test_x, test_y, test_move_dir, test_element;
10385 test_x = bad_x + test_xy[i][0];
10386 test_y = bad_y + test_xy[i][1];
10387 if (!IN_LEV_FIELD(test_x, test_y))
10391 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10393 test_element = Feld[test_x][test_y];
10395 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10396 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10398 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
10399 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
10401 /* good thing is player or penguin that does not move away */
10402 if (IS_PLAYER(test_x, test_y))
10404 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
10406 if (bad_element == EL_ROBOT && player->is_moving)
10407 continue; /* robot does not kill player if he is moving */
10409 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10411 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10412 continue; /* center and border element do not touch */
10419 else if (test_element == EL_PENGUIN)
10428 if (kill_x != -1 || kill_y != -1)
10430 if (IS_PLAYER(kill_x, kill_y))
10432 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
10435 if (player->shield_deadly_time_left > 0 &&
10436 !IS_INDESTRUCTIBLE(bad_element))
10437 Bang(bad_x, bad_y);
10438 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10441 if (player->shield_deadly_time_left > 0)
10442 Bang(bad_x, bad_y);
10443 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10448 Bang(kill_x, kill_y);
10452 void TestIfHeroTouchesBadThing(int x, int y)
10454 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10457 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
10459 TestIfGoodThingHitsBadThing(x, y, move_dir);
10462 void TestIfBadThingTouchesHero(int x, int y)
10464 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10467 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
10469 TestIfBadThingHitsGoodThing(x, y, move_dir);
10472 void TestIfFriendTouchesBadThing(int x, int y)
10474 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10477 void TestIfBadThingTouchesFriend(int x, int y)
10479 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10482 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
10484 int i, kill_x = bad_x, kill_y = bad_y;
10485 static int xy[4][2] =
10493 for (i = 0; i < NUM_DIRECTIONS; i++)
10497 x = bad_x + xy[i][0];
10498 y = bad_y + xy[i][1];
10499 if (!IN_LEV_FIELD(x, y))
10502 element = Feld[x][y];
10503 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
10504 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
10512 if (kill_x != bad_x || kill_y != bad_y)
10513 Bang(bad_x, bad_y);
10516 void KillHero(struct PlayerInfo *player)
10518 int jx = player->jx, jy = player->jy;
10520 if (!player->active)
10523 /* remove accessible field at the player's position */
10524 Feld[jx][jy] = EL_EMPTY;
10526 /* deactivate shield (else Bang()/Explode() would not work right) */
10527 player->shield_normal_time_left = 0;
10528 player->shield_deadly_time_left = 0;
10534 static void KillHeroUnlessEnemyProtected(int x, int y)
10536 if (!PLAYER_ENEMY_PROTECTED(x, y))
10537 KillHero(PLAYERINFO(x, y));
10540 static void KillHeroUnlessExplosionProtected(int x, int y)
10542 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
10543 KillHero(PLAYERINFO(x, y));
10546 void BuryHero(struct PlayerInfo *player)
10548 int jx = player->jx, jy = player->jy;
10550 if (!player->active)
10554 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
10556 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
10558 PlayLevelSound(jx, jy, SND_GAME_LOSING);
10560 player->GameOver = TRUE;
10561 RemoveHero(player);
10564 void RemoveHero(struct PlayerInfo *player)
10566 int jx = player->jx, jy = player->jy;
10567 int i, found = FALSE;
10569 player->present = FALSE;
10570 player->active = FALSE;
10572 if (!ExplodeField[jx][jy])
10573 StorePlayer[jx][jy] = 0;
10575 for (i = 0; i < MAX_PLAYERS; i++)
10576 if (stored_player[i].active)
10580 AllPlayersGone = TRUE;
10587 =============================================================================
10588 checkDiagonalPushing()
10589 -----------------------------------------------------------------------------
10590 check if diagonal input device direction results in pushing of object
10591 (by checking if the alternative direction is walkable, diggable, ...)
10592 =============================================================================
10595 static boolean checkDiagonalPushing(struct PlayerInfo *player,
10596 int x, int y, int real_dx, int real_dy)
10598 int jx, jy, dx, dy, xx, yy;
10600 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
10603 /* diagonal direction: check alternative direction */
10608 xx = jx + (dx == 0 ? real_dx : 0);
10609 yy = jy + (dy == 0 ? real_dy : 0);
10611 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
10615 =============================================================================
10617 -----------------------------------------------------------------------------
10618 x, y: field next to player (non-diagonal) to try to dig to
10619 real_dx, real_dy: direction as read from input device (can be diagonal)
10620 =============================================================================
10623 int DigField(struct PlayerInfo *player,
10624 int oldx, int oldy, int x, int y,
10625 int real_dx, int real_dy, int mode)
10628 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
10630 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
10631 boolean player_was_pushing = player->is_pushing;
10632 int jx = oldx, jy = oldy;
10633 int dx = x - jx, dy = y - jy;
10634 int nextx = x + dx, nexty = y + dy;
10635 int move_direction = (dx == -1 ? MV_LEFT :
10636 dx == +1 ? MV_RIGHT :
10638 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10639 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
10641 int dig_side = MV_DIR_OPPOSITE(move_direction);
10643 static int trigger_sides[4] =
10645 CH_SIDE_RIGHT, /* moving left */
10646 CH_SIDE_LEFT, /* moving right */
10647 CH_SIDE_BOTTOM, /* moving up */
10648 CH_SIDE_TOP, /* moving down */
10650 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
10652 int old_element = Feld[jx][jy];
10655 if (is_player) /* function can also be called by EL_PENGUIN */
10657 if (player->MovPos == 0)
10659 player->is_digging = FALSE;
10660 player->is_collecting = FALSE;
10663 if (player->MovPos == 0) /* last pushing move finished */
10664 player->is_pushing = FALSE;
10666 if (mode == DF_NO_PUSH) /* player just stopped pushing */
10668 player->is_switching = FALSE;
10669 player->push_delay = 0;
10671 return MF_NO_ACTION;
10675 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
10676 return MF_NO_ACTION;
10681 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
10683 if (IS_TUBE(Feld[jx][jy]) ||
10684 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
10688 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
10689 int tube_leave_directions[][2] =
10691 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10692 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10693 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10694 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
10695 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
10696 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
10697 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
10698 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
10699 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
10700 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
10701 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
10702 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
10705 while (tube_leave_directions[i][0] != tube_element)
10708 if (tube_leave_directions[i][0] == -1) /* should not happen */
10712 if (!(tube_leave_directions[i][1] & move_direction))
10713 return MF_NO_ACTION; /* tube has no opening in this direction */
10718 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
10719 old_element = Back[jx][jy];
10723 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
10724 return MF_NO_ACTION; /* field has no opening in this direction */
10726 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
10727 return MF_NO_ACTION; /* field has no opening in this direction */
10729 element = Feld[x][y];
10731 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
10732 return MF_NO_ACTION;
10734 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
10735 game.engine_version >= VERSION_IDENT(2,2,0,0))
10736 return MF_NO_ACTION;
10739 if (game.gravity && is_player && !player->is_auto_moving &&
10740 canFallDown(player) && move_direction != MV_DOWN &&
10741 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
10742 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10746 if (element == EL_EMPTY_SPACE &&
10747 game.gravity && !player->is_auto_moving &&
10748 canFallDown(player) && move_direction != MV_DOWN)
10749 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10755 case EL_SP_PORT_LEFT:
10756 case EL_SP_PORT_RIGHT:
10757 case EL_SP_PORT_UP:
10758 case EL_SP_PORT_DOWN:
10759 case EL_SP_PORT_HORIZONTAL:
10760 case EL_SP_PORT_VERTICAL:
10761 case EL_SP_PORT_ANY:
10762 case EL_SP_GRAVITY_PORT_LEFT:
10763 case EL_SP_GRAVITY_PORT_RIGHT:
10764 case EL_SP_GRAVITY_PORT_UP:
10765 case EL_SP_GRAVITY_PORT_DOWN:
10767 if (!canEnterSupaplexPort(x, y, dx, dy))
10768 return MF_NO_ACTION;
10771 element != EL_SP_PORT_LEFT &&
10772 element != EL_SP_GRAVITY_PORT_LEFT &&
10773 element != EL_SP_PORT_HORIZONTAL &&
10774 element != EL_SP_PORT_ANY) ||
10776 element != EL_SP_PORT_RIGHT &&
10777 element != EL_SP_GRAVITY_PORT_RIGHT &&
10778 element != EL_SP_PORT_HORIZONTAL &&
10779 element != EL_SP_PORT_ANY) ||
10781 element != EL_SP_PORT_UP &&
10782 element != EL_SP_GRAVITY_PORT_UP &&
10783 element != EL_SP_PORT_VERTICAL &&
10784 element != EL_SP_PORT_ANY) ||
10786 element != EL_SP_PORT_DOWN &&
10787 element != EL_SP_GRAVITY_PORT_DOWN &&
10788 element != EL_SP_PORT_VERTICAL &&
10789 element != EL_SP_PORT_ANY) ||
10790 !IN_LEV_FIELD(nextx, nexty) ||
10791 !IS_FREE(nextx, nexty))
10792 return MF_NO_ACTION;
10795 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10796 element == EL_SP_GRAVITY_PORT_RIGHT ||
10797 element == EL_SP_GRAVITY_PORT_UP ||
10798 element == EL_SP_GRAVITY_PORT_DOWN)
10799 game.gravity = !game.gravity;
10801 /* automatically move to the next field with double speed */
10802 player->programmed_action = move_direction;
10804 if (player->move_delay_reset_counter == 0)
10806 player->move_delay_reset_counter = 2; /* two double speed steps */
10808 DOUBLE_PLAYER_SPEED(player);
10811 player->move_delay_reset_counter = 2;
10813 DOUBLE_PLAYER_SPEED(player);
10817 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
10820 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
10826 case EL_TUBE_VERTICAL:
10827 case EL_TUBE_HORIZONTAL:
10828 case EL_TUBE_VERTICAL_LEFT:
10829 case EL_TUBE_VERTICAL_RIGHT:
10830 case EL_TUBE_HORIZONTAL_UP:
10831 case EL_TUBE_HORIZONTAL_DOWN:
10832 case EL_TUBE_LEFT_UP:
10833 case EL_TUBE_LEFT_DOWN:
10834 case EL_TUBE_RIGHT_UP:
10835 case EL_TUBE_RIGHT_DOWN:
10838 int tube_enter_directions[][2] =
10840 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10841 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10842 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10843 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
10844 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
10845 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
10846 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
10847 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
10848 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
10849 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
10850 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
10851 { -1, MV_NO_MOVING }
10854 while (tube_enter_directions[i][0] != element)
10857 if (tube_enter_directions[i][0] == -1) /* should not happen */
10861 if (!(tube_enter_directions[i][1] & move_direction))
10862 return MF_NO_ACTION; /* tube has no opening in this direction */
10864 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10872 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
10874 if (IS_WALKABLE(element))
10877 int sound_element = SND_ELEMENT(element);
10878 int sound_action = ACTION_WALKING;
10881 if (!ACCESS_FROM(element, opposite_direction))
10882 return MF_NO_ACTION; /* field not accessible from this direction */
10886 if (element == EL_EMPTY_SPACE &&
10887 game.gravity && !player->is_auto_moving &&
10888 canFallDown(player) && move_direction != MV_DOWN)
10889 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10892 if (IS_GATE(element))
10894 if (!player->key[element - EL_GATE_1])
10895 return MF_NO_ACTION;
10897 else if (IS_GATE_GRAY(element))
10899 if (!player->key[element - EL_GATE_1_GRAY])
10900 return MF_NO_ACTION;
10902 else if (element == EL_EXIT_OPEN ||
10903 element == EL_SP_EXIT_OPEN ||
10904 element == EL_SP_EXIT_OPENING)
10906 sound_action = ACTION_PASSING; /* player is passing exit */
10908 else if (element == EL_EMPTY)
10910 sound_action = ACTION_MOVING; /* nothing to walk on */
10913 /* play sound from background or player, whatever is available */
10914 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
10915 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
10917 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10922 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
10924 else if (IS_PASSABLE(element))
10928 if (!canPassField(x, y, move_direction))
10929 return MF_NO_ACTION;
10934 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
10935 !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
10936 (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
10937 return MF_NO_ACTION;
10939 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10940 return MF_NO_ACTION;
10945 if (!ACCESS_FROM(element, opposite_direction))
10946 return MF_NO_ACTION; /* field not accessible from this direction */
10948 if (IS_CUSTOM_ELEMENT(element) &&
10949 !ACCESS_FROM(element, opposite_direction))
10950 return MF_NO_ACTION; /* field not accessible from this direction */
10954 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10955 return MF_NO_ACTION;
10960 if (IS_EM_GATE(element))
10962 if (!player->key[element - EL_EM_GATE_1])
10963 return MF_NO_ACTION;
10965 else if (IS_EM_GATE_GRAY(element))
10967 if (!player->key[element - EL_EM_GATE_1_GRAY])
10968 return MF_NO_ACTION;
10970 else if (IS_SP_PORT(element))
10972 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10973 element == EL_SP_GRAVITY_PORT_RIGHT ||
10974 element == EL_SP_GRAVITY_PORT_UP ||
10975 element == EL_SP_GRAVITY_PORT_DOWN)
10976 game.gravity = !game.gravity;
10979 /* automatically move to the next field with double speed */
10980 player->programmed_action = move_direction;
10982 if (player->move_delay_reset_counter == 0)
10984 player->move_delay_reset_counter = 2; /* two double speed steps */
10986 DOUBLE_PLAYER_SPEED(player);
10989 player->move_delay_reset_counter = 2;
10991 DOUBLE_PLAYER_SPEED(player);
10994 PlayLevelSoundAction(x, y, ACTION_PASSING);
10998 else if (IS_DIGGABLE(element))
11002 if (mode != DF_SNAP)
11005 GfxElement[x][y] = GFX_ELEMENT(element);
11008 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
11010 player->is_digging = TRUE;
11013 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
11015 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
11016 player->index_bit, dig_side);
11019 if (mode == DF_SNAP)
11020 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11025 else if (IS_COLLECTIBLE(element))
11029 if (is_player && mode != DF_SNAP)
11031 GfxElement[x][y] = element;
11032 player->is_collecting = TRUE;
11035 if (element == EL_SPEED_PILL)
11036 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
11037 else if (element == EL_EXTRA_TIME && level.time > 0)
11040 DrawGameValue_Time(TimeLeft);
11042 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
11044 player->shield_normal_time_left += 10;
11045 if (element == EL_SHIELD_DEADLY)
11046 player->shield_deadly_time_left += 10;
11048 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
11050 if (player->inventory_size < MAX_INVENTORY_SIZE)
11051 player->inventory_element[player->inventory_size++] = element;
11053 DrawGameValue_Dynamite(local_player->inventory_size);
11055 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
11057 player->dynabomb_count++;
11058 player->dynabombs_left++;
11060 else if (element == EL_DYNABOMB_INCREASE_SIZE)
11062 player->dynabomb_size++;
11064 else if (element == EL_DYNABOMB_INCREASE_POWER)
11066 player->dynabomb_xl = TRUE;
11068 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
11069 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
11071 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
11072 element - EL_KEY_1 : element - EL_EM_KEY_1);
11074 player->key[key_nr] = TRUE;
11076 DrawGameValue_Keys(player);
11078 redraw_mask |= REDRAW_DOOR_1;
11080 else if (IS_ENVELOPE(element))
11083 player->show_envelope = element;
11085 ShowEnvelope(element - EL_ENVELOPE_1);
11088 else if (IS_DROPPABLE(element) ||
11089 IS_THROWABLE(element)) /* can be collected and dropped */
11093 if (element_info[element].collect_count == 0)
11094 player->inventory_infinite_element = element;
11096 for (i = 0; i < element_info[element].collect_count; i++)
11097 if (player->inventory_size < MAX_INVENTORY_SIZE)
11098 player->inventory_element[player->inventory_size++] = element;
11100 DrawGameValue_Dynamite(local_player->inventory_size);
11102 else if (element_info[element].collect_count > 0)
11104 local_player->gems_still_needed -=
11105 element_info[element].collect_count;
11106 if (local_player->gems_still_needed < 0)
11107 local_player->gems_still_needed = 0;
11109 DrawGameValue_Emeralds(local_player->gems_still_needed);
11112 RaiseScoreElement(element);
11113 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
11116 CheckTriggeredElementChangeByPlayer(x, y, element,
11117 CE_OTHER_GETS_COLLECTED,
11118 player->index_bit, dig_side);
11121 if (mode == DF_SNAP)
11122 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11127 else if (IS_PUSHABLE(element))
11129 if (mode == DF_SNAP && element != EL_BD_ROCK)
11130 return MF_NO_ACTION;
11132 if (CAN_FALL(element) && dy)
11133 return MF_NO_ACTION;
11135 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
11136 !(element == EL_SPRING && level.use_spring_bug))
11137 return MF_NO_ACTION;
11140 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
11141 ((move_direction & MV_VERTICAL &&
11142 ((element_info[element].move_pattern & MV_LEFT &&
11143 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
11144 (element_info[element].move_pattern & MV_RIGHT &&
11145 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
11146 (move_direction & MV_HORIZONTAL &&
11147 ((element_info[element].move_pattern & MV_UP &&
11148 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
11149 (element_info[element].move_pattern & MV_DOWN &&
11150 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
11151 return MF_NO_ACTION;
11155 /* do not push elements already moving away faster than player */
11156 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
11157 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
11158 return MF_NO_ACTION;
11160 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
11161 return MF_NO_ACTION;
11167 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
11169 if (player->push_delay_value == -1 || !player_was_pushing)
11170 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11172 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11174 if (player->push_delay_value == -1)
11175 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11178 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11180 if (player->push_delay_value == -1 || !player_was_pushing)
11181 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11184 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
11186 if (!player->is_pushing)
11187 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11191 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
11192 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
11193 !player_is_pushing))
11194 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11197 if (!player->is_pushing &&
11198 game.engine_version >= VERSION_IDENT(2,2,0,7))
11199 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11203 printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
11204 player->push_delay, player->push_delay_value,
11205 FrameCounter, game.engine_version,
11206 player_was_pushing, player->is_pushing,
11207 element, element_info[element].token_name,
11208 GET_NEW_PUSH_DELAY(element));
11211 player->is_pushing = TRUE;
11213 if (!(IN_LEV_FIELD(nextx, nexty) &&
11214 (IS_FREE(nextx, nexty) ||
11215 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
11216 IS_SB_ELEMENT(element)))))
11217 return MF_NO_ACTION;
11219 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
11220 return MF_NO_ACTION;
11222 if (player->push_delay == 0) /* new pushing; restart delay */
11223 player->push_delay = FrameCounter;
11225 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
11226 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11227 element != EL_SPRING && element != EL_BALLOON)
11229 /* make sure that there is no move delay before next try to push */
11230 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11231 player->move_delay = INITIAL_MOVE_DELAY_OFF;
11233 return MF_NO_ACTION;
11237 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
11240 if (IS_SB_ELEMENT(element))
11242 if (element == EL_SOKOBAN_FIELD_FULL)
11244 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
11245 local_player->sokobanfields_still_needed++;
11248 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
11250 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
11251 local_player->sokobanfields_still_needed--;
11254 Feld[x][y] = EL_SOKOBAN_OBJECT;
11256 if (Back[x][y] == Back[nextx][nexty])
11257 PlayLevelSoundAction(x, y, ACTION_PUSHING);
11258 else if (Back[x][y] != 0)
11259 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
11262 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
11265 if (local_player->sokobanfields_still_needed == 0 &&
11266 game.emulation == EMU_SOKOBAN)
11268 player->LevelSolved = player->GameOver = TRUE;
11269 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
11273 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
11275 InitMovingField(x, y, move_direction);
11276 GfxAction[x][y] = ACTION_PUSHING;
11278 if (mode == DF_SNAP)
11279 ContinueMoving(x, y);
11281 MovPos[x][y] = (dx != 0 ? dx : dy);
11283 Pushed[x][y] = TRUE;
11284 Pushed[nextx][nexty] = TRUE;
11286 if (game.engine_version < VERSION_IDENT(2,2,0,7))
11287 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11289 player->push_delay_value = -1; /* get new value later */
11292 /* check for element change _after_ element has been pushed! */
11296 /* !!! TEST ONLY !!! */
11297 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11298 player->index_bit, dig_side);
11299 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11300 player->index_bit, dig_side);
11302 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11303 player->index_bit, dig_side);
11304 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11305 player->index_bit, dig_side);
11311 else if (IS_SWITCHABLE(element))
11313 if (PLAYER_SWITCHING(player, x, y))
11315 CheckTriggeredElementChangeByPlayer(x,y, element,
11316 CE_OTHER_GETS_PRESSED,
11317 player->index_bit, dig_side);
11322 player->is_switching = TRUE;
11323 player->switch_x = x;
11324 player->switch_y = y;
11326 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
11328 if (element == EL_ROBOT_WHEEL)
11330 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
11334 DrawLevelField(x, y);
11336 else if (element == EL_SP_TERMINAL)
11340 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
11342 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
11344 else if (Feld[xx][yy] == EL_SP_TERMINAL)
11345 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
11348 else if (IS_BELT_SWITCH(element))
11350 ToggleBeltSwitch(x, y);
11352 else if (element == EL_SWITCHGATE_SWITCH_UP ||
11353 element == EL_SWITCHGATE_SWITCH_DOWN)
11355 ToggleSwitchgateSwitch(x, y);
11357 else if (element == EL_LIGHT_SWITCH ||
11358 element == EL_LIGHT_SWITCH_ACTIVE)
11360 ToggleLightSwitch(x, y);
11363 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
11364 SND_LIGHT_SWITCH_ACTIVATING :
11365 SND_LIGHT_SWITCH_DEACTIVATING);
11368 else if (element == EL_TIMEGATE_SWITCH)
11370 ActivateTimegateSwitch(x, y);
11372 else if (element == EL_BALLOON_SWITCH_LEFT ||
11373 element == EL_BALLOON_SWITCH_RIGHT ||
11374 element == EL_BALLOON_SWITCH_UP ||
11375 element == EL_BALLOON_SWITCH_DOWN ||
11376 element == EL_BALLOON_SWITCH_ANY)
11378 if (element == EL_BALLOON_SWITCH_ANY)
11379 game.balloon_dir = move_direction;
11381 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
11382 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
11383 element == EL_BALLOON_SWITCH_UP ? MV_UP :
11384 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
11387 else if (element == EL_LAMP)
11389 Feld[x][y] = EL_LAMP_ACTIVE;
11390 local_player->lights_still_needed--;
11392 DrawLevelField(x, y);
11394 else if (element == EL_TIME_ORB_FULL)
11396 Feld[x][y] = EL_TIME_ORB_EMPTY;
11398 DrawGameValue_Time(TimeLeft);
11400 DrawLevelField(x, y);
11403 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
11407 CheckTriggeredElementChangeByPlayer(x, y, element,
11408 CE_OTHER_IS_SWITCHING,
11409 player->index_bit, dig_side);
11411 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11412 player->index_bit, dig_side);
11418 if (!PLAYER_SWITCHING(player, x, y))
11420 player->is_switching = TRUE;
11421 player->switch_x = x;
11422 player->switch_y = y;
11425 /* !!! TEST ONLY !!! */
11426 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11427 player->index_bit, dig_side);
11428 CheckTriggeredElementChangeByPlayer(x, y, element,
11429 CE_OTHER_IS_SWITCHING,
11430 player->index_bit, dig_side);
11432 CheckTriggeredElementChangeByPlayer(x, y, element,
11433 CE_OTHER_IS_SWITCHING,
11434 player->index_bit, dig_side);
11435 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11436 player->index_bit, dig_side);
11441 /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
11442 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11443 player->index_bit, dig_side);
11444 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11445 player->index_bit, dig_side);
11447 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11448 player->index_bit, dig_side);
11449 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11450 player->index_bit, dig_side);
11454 return MF_NO_ACTION;
11457 player->push_delay = 0;
11459 if (Feld[x][y] != element) /* really digged/collected something */
11460 player->is_collecting = !player->is_digging;
11465 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
11467 int jx = player->jx, jy = player->jy;
11468 int x = jx + dx, y = jy + dy;
11469 int snap_direction = (dx == -1 ? MV_LEFT :
11470 dx == +1 ? MV_RIGHT :
11472 dy == +1 ? MV_DOWN : MV_NO_MOVING);
11475 if (player->MovPos != 0)
11478 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
11482 if (!player->active || !IN_LEV_FIELD(x, y))
11490 if (player->MovPos == 0)
11491 player->is_pushing = FALSE;
11493 player->is_snapping = FALSE;
11495 if (player->MovPos == 0)
11497 player->is_moving = FALSE;
11498 player->is_digging = FALSE;
11499 player->is_collecting = FALSE;
11505 if (player->is_snapping)
11508 player->MovDir = snap_direction;
11511 if (player->MovPos == 0)
11514 player->is_moving = FALSE;
11515 player->is_digging = FALSE;
11516 player->is_collecting = FALSE;
11519 player->is_dropping = FALSE;
11521 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
11524 player->is_snapping = TRUE;
11527 if (player->MovPos == 0)
11530 player->is_moving = FALSE;
11531 player->is_digging = FALSE;
11532 player->is_collecting = FALSE;
11536 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
11537 DrawLevelField(player->last_jx, player->last_jy);
11540 DrawLevelField(x, y);
11549 boolean DropElement(struct PlayerInfo *player)
11551 int old_element, new_element;
11552 int dropx = player->jx, dropy = player->jy;
11553 int drop_direction = player->MovDir;
11555 int drop_side = drop_direction;
11557 static int trigger_sides[4] =
11559 CH_SIDE_LEFT, /* dropping left */
11560 CH_SIDE_RIGHT, /* dropping right */
11561 CH_SIDE_TOP, /* dropping up */
11562 CH_SIDE_BOTTOM, /* dropping down */
11564 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
11566 int drop_element = (player->inventory_size > 0 ?
11567 player->inventory_element[player->inventory_size - 1] :
11568 player->inventory_infinite_element != EL_UNDEFINED ?
11569 player->inventory_infinite_element :
11570 player->dynabombs_left > 0 ?
11571 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
11574 if (IS_THROWABLE(drop_element))
11576 dropx += GET_DX_FROM_DIR(drop_direction);
11577 dropy += GET_DY_FROM_DIR(drop_direction);
11579 if (!IN_LEV_FIELD(dropx, dropy))
11583 old_element = Feld[dropx][dropy]; /* old element at dropping position */
11584 new_element = drop_element; /* default: no change when dropping */
11586 /* check if player is active, not moving and ready to drop */
11587 if (!player->active || player->MovPos || player->drop_delay > 0)
11590 /* check if player has anything that can be dropped */
11592 if (new_element == EL_UNDEFINED)
11595 if (player->inventory_size == 0 &&
11596 player->inventory_infinite_element == EL_UNDEFINED &&
11597 player->dynabombs_left == 0)
11601 /* check if anything can be dropped at the current position */
11602 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
11605 /* collected custom elements can only be dropped on empty fields */
11607 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
11610 if (player->inventory_size > 0 &&
11611 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
11612 && old_element != EL_EMPTY)
11616 if (old_element != EL_EMPTY)
11617 Back[dropx][dropy] = old_element; /* store old element on this field */
11619 ResetGfxAnimation(dropx, dropy);
11620 ResetRandomAnimationValue(dropx, dropy);
11622 if (player->inventory_size > 0 ||
11623 player->inventory_infinite_element != EL_UNDEFINED)
11625 if (player->inventory_size > 0)
11627 player->inventory_size--;
11630 new_element = player->inventory_element[player->inventory_size];
11633 DrawGameValue_Dynamite(local_player->inventory_size);
11635 if (new_element == EL_DYNAMITE)
11636 new_element = EL_DYNAMITE_ACTIVE;
11637 else if (new_element == EL_SP_DISK_RED)
11638 new_element = EL_SP_DISK_RED_ACTIVE;
11641 Feld[dropx][dropy] = new_element;
11643 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
11644 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
11645 el2img(Feld[dropx][dropy]), 0);
11647 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
11650 /* needed if previous element just changed to "empty" in the last frame */
11651 Changed[dropx][dropy] = 0; /* allow another change */
11655 /* !!! TEST ONLY !!! */
11656 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
11657 player->index_bit, drop_side);
11658 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
11659 CE_OTHER_GETS_DROPPED,
11660 player->index_bit, drop_side);
11662 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
11663 CE_OTHER_GETS_DROPPED,
11664 player->index_bit, drop_side);
11665 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
11666 player->index_bit, drop_side);
11669 TestIfElementTouchesCustomElement(dropx, dropy);
11671 else /* player is dropping a dyna bomb */
11673 player->dynabombs_left--;
11676 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
11679 Feld[dropx][dropy] = new_element;
11681 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
11682 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
11683 el2img(Feld[dropx][dropy]), 0);
11685 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
11692 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
11695 InitField_WithBug1(dropx, dropy, FALSE);
11697 InitField(dropx, dropy, FALSE);
11698 if (CAN_MOVE(Feld[dropx][dropy]))
11699 InitMovDir(dropx, dropy);
11703 new_element = Feld[dropx][dropy]; /* element might have changed */
11705 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
11706 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
11709 int move_stepsize = element_info[new_element].move_stepsize;
11711 int move_direction, nextx, nexty;
11713 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
11714 MovDir[dropx][dropy] = drop_direction;
11716 move_direction = MovDir[dropx][dropy];
11717 nextx = dropx + GET_DX_FROM_DIR(move_direction);
11718 nexty = dropy + GET_DY_FROM_DIR(move_direction);
11721 Changed[dropx][dropy] = 0; /* allow another change */
11722 CheckCollision[dropx][dropy] = 2;
11725 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
11728 WasJustMoving[dropx][dropy] = 3;
11731 InitMovingField(dropx, dropy, move_direction);
11732 ContinueMoving(dropx, dropy);
11739 Changed[dropx][dropy] = 0; /* allow another change */
11742 TestIfElementHitsCustomElement(dropx, dropy, move_direction);
11744 CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
11745 CE_HITTING_SOMETHING, move_direction);
11753 player->drop_delay = 2 * TILEX / move_stepsize + 1;
11758 player->drop_delay = 8 + 8 + 8;
11762 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
11767 player->is_dropping = TRUE;
11773 /* ------------------------------------------------------------------------- */
11774 /* game sound playing functions */
11775 /* ------------------------------------------------------------------------- */
11777 static int *loop_sound_frame = NULL;
11778 static int *loop_sound_volume = NULL;
11780 void InitPlayLevelSound()
11782 int num_sounds = getSoundListSize();
11784 checked_free(loop_sound_frame);
11785 checked_free(loop_sound_volume);
11787 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
11788 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
11791 static void PlayLevelSound(int x, int y, int nr)
11793 int sx = SCREENX(x), sy = SCREENY(y);
11794 int volume, stereo_position;
11795 int max_distance = 8;
11796 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
11798 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
11799 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
11802 if (!IN_LEV_FIELD(x, y) ||
11803 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
11804 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
11807 volume = SOUND_MAX_VOLUME;
11809 if (!IN_SCR_FIELD(sx, sy))
11811 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
11812 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
11814 volume -= volume * (dx > dy ? dx : dy) / max_distance;
11817 stereo_position = (SOUND_MAX_LEFT +
11818 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
11819 (SCR_FIELDX + 2 * max_distance));
11821 if (IS_LOOP_SOUND(nr))
11823 /* This assures that quieter loop sounds do not overwrite louder ones,
11824 while restarting sound volume comparison with each new game frame. */
11826 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
11829 loop_sound_volume[nr] = volume;
11830 loop_sound_frame[nr] = FrameCounter;
11833 PlaySoundExt(nr, volume, stereo_position, type);
11836 static void PlayLevelSoundNearest(int x, int y, int sound_action)
11838 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
11839 x > LEVELX(BX2) ? LEVELX(BX2) : x,
11840 y < LEVELY(BY1) ? LEVELY(BY1) :
11841 y > LEVELY(BY2) ? LEVELY(BY2) : y,
11845 static void PlayLevelSoundAction(int x, int y, int action)
11847 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
11850 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
11852 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
11854 if (sound_effect != SND_UNDEFINED)
11855 PlayLevelSound(x, y, sound_effect);
11858 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
11861 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
11863 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11864 PlayLevelSound(x, y, sound_effect);
11867 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
11869 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
11871 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11872 PlayLevelSound(x, y, sound_effect);
11875 static void StopLevelSoundActionIfLoop(int x, int y, int action)
11877 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
11879 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11880 StopSound(sound_effect);
11883 static void PlayLevelMusic()
11885 if (levelset.music[level_nr] != MUS_UNDEFINED)
11886 PlayMusic(levelset.music[level_nr]); /* from config file */
11888 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
11891 void RaiseScore(int value)
11893 local_player->score += value;
11895 DrawGameValue_Score(local_player->score);
11898 void RaiseScoreElement(int element)
11903 case EL_BD_DIAMOND:
11904 case EL_EMERALD_YELLOW:
11905 case EL_EMERALD_RED:
11906 case EL_EMERALD_PURPLE:
11907 case EL_SP_INFOTRON:
11908 RaiseScore(level.score[SC_EMERALD]);
11911 RaiseScore(level.score[SC_DIAMOND]);
11914 RaiseScore(level.score[SC_CRYSTAL]);
11917 RaiseScore(level.score[SC_PEARL]);
11920 case EL_BD_BUTTERFLY:
11921 case EL_SP_ELECTRON:
11922 RaiseScore(level.score[SC_BUG]);
11925 case EL_BD_FIREFLY:
11926 case EL_SP_SNIKSNAK:
11927 RaiseScore(level.score[SC_SPACESHIP]);
11930 case EL_DARK_YAMYAM:
11931 RaiseScore(level.score[SC_YAMYAM]);
11934 RaiseScore(level.score[SC_ROBOT]);
11937 RaiseScore(level.score[SC_PACMAN]);
11940 RaiseScore(level.score[SC_NUT]);
11943 case EL_SP_DISK_RED:
11944 case EL_DYNABOMB_INCREASE_NUMBER:
11945 case EL_DYNABOMB_INCREASE_SIZE:
11946 case EL_DYNABOMB_INCREASE_POWER:
11947 RaiseScore(level.score[SC_DYNAMITE]);
11949 case EL_SHIELD_NORMAL:
11950 case EL_SHIELD_DEADLY:
11951 RaiseScore(level.score[SC_SHIELD]);
11953 case EL_EXTRA_TIME:
11954 RaiseScore(level.score[SC_TIME_BONUS]);
11960 RaiseScore(level.score[SC_KEY]);
11963 RaiseScore(element_info[element].collect_score);
11968 void RequestQuitGame(boolean ask_if_really_quit)
11970 if (AllPlayersGone ||
11971 !ask_if_really_quit ||
11972 level_editor_test_game ||
11973 Request("Do you really want to quit the game ?",
11974 REQ_ASK | REQ_STAY_CLOSED))
11976 #if defined(NETWORK_AVALIABLE)
11977 if (options.network)
11978 SendToServer_StopPlaying();
11982 game_status = GAME_MODE_MAIN;
11990 if (tape.playing && tape.deactivate_display)
11991 TapeDeactivateDisplayOff(TRUE);
11994 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
11997 if (tape.playing && tape.deactivate_display)
11998 TapeDeactivateDisplayOn();
12005 /* ---------- new game button stuff ---------------------------------------- */
12007 /* graphic position values for game buttons */
12008 #define GAME_BUTTON_XSIZE 30
12009 #define GAME_BUTTON_YSIZE 30
12010 #define GAME_BUTTON_XPOS 5
12011 #define GAME_BUTTON_YPOS 215
12012 #define SOUND_BUTTON_XPOS 5
12013 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
12015 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12016 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12017 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12018 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12019 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12020 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12027 } gamebutton_info[NUM_GAME_BUTTONS] =
12030 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
12035 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
12036 GAME_CTRL_ID_PAUSE,
12040 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
12045 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
12046 SOUND_CTRL_ID_MUSIC,
12047 "background music on/off"
12050 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
12051 SOUND_CTRL_ID_LOOPS,
12052 "sound loops on/off"
12055 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
12056 SOUND_CTRL_ID_SIMPLE,
12057 "normal sounds on/off"
12061 void CreateGameButtons()
12065 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12067 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
12068 struct GadgetInfo *gi;
12071 unsigned long event_mask;
12072 int gd_xoffset, gd_yoffset;
12073 int gd_x1, gd_x2, gd_y1, gd_y2;
12076 gd_xoffset = gamebutton_info[i].x;
12077 gd_yoffset = gamebutton_info[i].y;
12078 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
12079 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
12081 if (id == GAME_CTRL_ID_STOP ||
12082 id == GAME_CTRL_ID_PAUSE ||
12083 id == GAME_CTRL_ID_PLAY)
12085 button_type = GD_TYPE_NORMAL_BUTTON;
12087 event_mask = GD_EVENT_RELEASED;
12088 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12089 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12093 button_type = GD_TYPE_CHECK_BUTTON;
12095 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
12096 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
12097 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
12098 event_mask = GD_EVENT_PRESSED;
12099 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
12100 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12103 gi = CreateGadget(GDI_CUSTOM_ID, id,
12104 GDI_INFO_TEXT, gamebutton_info[i].infotext,
12105 GDI_X, DX + gd_xoffset,
12106 GDI_Y, DY + gd_yoffset,
12107 GDI_WIDTH, GAME_BUTTON_XSIZE,
12108 GDI_HEIGHT, GAME_BUTTON_YSIZE,
12109 GDI_TYPE, button_type,
12110 GDI_STATE, GD_BUTTON_UNPRESSED,
12111 GDI_CHECKED, checked,
12112 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
12113 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
12114 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
12115 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
12116 GDI_EVENT_MASK, event_mask,
12117 GDI_CALLBACK_ACTION, HandleGameButtons,
12121 Error(ERR_EXIT, "cannot create gadget");
12123 game_gadget[id] = gi;
12127 void FreeGameButtons()
12131 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12132 FreeGadget(game_gadget[i]);
12135 static void MapGameButtons()
12139 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12140 MapGadget(game_gadget[i]);
12143 void UnmapGameButtons()
12147 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12148 UnmapGadget(game_gadget[i]);
12151 static void HandleGameButtons(struct GadgetInfo *gi)
12153 int id = gi->custom_id;
12155 if (game_status != GAME_MODE_PLAYING)
12160 case GAME_CTRL_ID_STOP:
12161 RequestQuitGame(TRUE);
12164 case GAME_CTRL_ID_PAUSE:
12165 if (options.network)
12167 #if defined(NETWORK_AVALIABLE)
12169 SendToServer_ContinuePlaying();
12171 SendToServer_PausePlaying();
12175 TapeTogglePause(TAPE_TOGGLE_MANUAL);
12178 case GAME_CTRL_ID_PLAY:
12181 #if defined(NETWORK_AVALIABLE)
12182 if (options.network)
12183 SendToServer_ContinuePlaying();
12187 tape.pausing = FALSE;
12188 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
12193 case SOUND_CTRL_ID_MUSIC:
12194 if (setup.sound_music)
12196 setup.sound_music = FALSE;
12199 else if (audio.music_available)
12201 setup.sound = setup.sound_music = TRUE;
12203 SetAudioMode(setup.sound);
12209 case SOUND_CTRL_ID_LOOPS:
12210 if (setup.sound_loops)
12211 setup.sound_loops = FALSE;
12212 else if (audio.loops_available)
12214 setup.sound = setup.sound_loops = TRUE;
12215 SetAudioMode(setup.sound);
12219 case SOUND_CTRL_ID_SIMPLE:
12220 if (setup.sound_simple)
12221 setup.sound_simple = FALSE;
12222 else if (audio.sound_available)
12224 setup.sound = setup.sound_simple = TRUE;
12225 SetAudioMode(setup.sound);