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) */
3063 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3064 mode == EX_TYPE_BORDER)) ||
3065 element == EL_FLAMES)
3068 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
3069 element == EL_FLAMES)
3075 if ((IS_INDESTRUCTIBLE(element) &&
3076 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
3077 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
3078 element == EL_FLAMES)
3083 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3084 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3085 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3087 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3090 if (IS_ACTIVE_BOMB(element))
3092 /* re-activate things under the bomb like gate or penguin */
3094 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3097 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
3102 printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
3103 element_info[Feld[x][y]].token_name,
3104 Store[x][y], Store2[x][y]);
3111 /* save walkable background elements while explosion on same tile */
3113 if (IS_INDESTRUCTIBLE(element))
3114 Back[x][y] = element;
3118 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3119 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3120 Back[x][y] = element;
3122 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3123 (x != ex || y != ey))
3124 Back[x][y] = element;
3127 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
3128 Back[x][y] = element;
3132 /* ignite explodable elements reached by other explosion */
3133 if (element == EL_EXPLOSION)
3134 element = Store2[x][y];
3137 if (AmoebaNr[x][y] &&
3138 (element == EL_AMOEBA_FULL ||
3139 element == EL_BD_AMOEBA ||
3140 element == EL_AMOEBA_GROWING))
3142 AmoebaCnt[AmoebaNr[x][y]]--;
3143 AmoebaCnt2[AmoebaNr[x][y]]--;
3149 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3151 switch(StorePlayer[ex][ey])
3154 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3157 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3160 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3164 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3169 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3170 Store[x][y] = EL_EMPTY;
3172 if (game.emulation == EMU_SUPAPLEX)
3173 Store[x][y] = EL_EMPTY;
3176 else if (center_element == EL_MOLE)
3177 Store[x][y] = EL_EMERALD_RED;
3178 else if (center_element == EL_PENGUIN)
3179 Store[x][y] = EL_EMERALD_PURPLE;
3180 else if (center_element == EL_BUG)
3181 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3182 else if (center_element == EL_BD_BUTTERFLY)
3183 Store[x][y] = EL_BD_DIAMOND;
3184 else if (center_element == EL_SP_ELECTRON)
3185 Store[x][y] = EL_SP_INFOTRON;
3186 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3187 Store[x][y] = level.amoeba_content;
3188 else if (center_element == EL_YAMYAM)
3189 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3190 else if (IS_CUSTOM_ELEMENT(center_element) &&
3191 element_info[center_element].content[xx][yy] != EL_EMPTY)
3192 Store[x][y] = element_info[center_element].content[xx][yy];
3193 else if (element == EL_WALL_EMERALD)
3194 Store[x][y] = EL_EMERALD;
3195 else if (element == EL_WALL_DIAMOND)
3196 Store[x][y] = EL_DIAMOND;
3197 else if (element == EL_WALL_BD_DIAMOND)
3198 Store[x][y] = EL_BD_DIAMOND;
3199 else if (element == EL_WALL_EMERALD_YELLOW)
3200 Store[x][y] = EL_EMERALD_YELLOW;
3201 else if (element == EL_WALL_EMERALD_RED)
3202 Store[x][y] = EL_EMERALD_RED;
3203 else if (element == EL_WALL_EMERALD_PURPLE)
3204 Store[x][y] = EL_EMERALD_PURPLE;
3205 else if (element == EL_WALL_PEARL)
3206 Store[x][y] = EL_PEARL;
3207 else if (element == EL_WALL_CRYSTAL)
3208 Store[x][y] = EL_CRYSTAL;
3209 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3210 Store[x][y] = element_info[element].content[1][1];
3212 Store[x][y] = EL_EMPTY;
3214 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3215 center_element == EL_AMOEBA_TO_DIAMOND)
3216 Store2[x][y] = element;
3219 printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
3220 element_info[Store2[x][y]].token_name);
3224 if (AmoebaNr[x][y] &&
3225 (element == EL_AMOEBA_FULL ||
3226 element == EL_BD_AMOEBA ||
3227 element == EL_AMOEBA_GROWING))
3229 AmoebaCnt[AmoebaNr[x][y]]--;
3230 AmoebaCnt2[AmoebaNr[x][y]]--;
3236 MovDir[x][y] = MovPos[x][y] = 0;
3237 GfxDir[x][y] = MovDir[x][y];
3242 Feld[x][y] = EL_EXPLOSION;
3244 GfxElement[x][y] = center_element;
3246 GfxElement[x][y] = EL_UNDEFINED;
3249 ExplodePhase[x][y] = 1;
3251 ExplodeDelay[x][y] = last_phase;
3256 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3258 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3265 if (center_element == EL_YAMYAM)
3266 game.yamyam_content_nr =
3267 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3270 printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
3271 element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
3285 GfxFrame[x][y] = 0; /* restart explosion animation */
3289 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3293 last_phase = ExplodeDelay[x][y];
3296 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3300 /* activate this even in non-DEBUG version until cause for crash in
3301 getGraphicAnimationFrame() (see below) is found and eliminated */
3305 if (GfxElement[x][y] == EL_UNDEFINED)
3308 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3309 printf("Explode(): This should never happen!\n");
3312 GfxElement[x][y] = EL_EMPTY;
3318 border_element = Store2[x][y];
3320 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3321 border_element = StorePlayer[x][y];
3323 if (IS_PLAYER(x, y))
3324 border_element = StorePlayer[x][y];
3328 printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
3329 element_info[border_element].token_name, Store2[x][y]);
3333 printf("::: phase == %d\n", phase);
3336 if (phase == element_info[border_element].ignition_delay ||
3337 phase == last_phase)
3339 boolean border_explosion = FALSE;
3343 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3344 !PLAYER_EXPLOSION_PROTECTED(x, y))
3346 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3349 if (IS_PLAYER(x, y))
3352 KillHeroUnlessExplosionProtected(x, y);
3353 border_explosion = TRUE;
3356 if (phase == last_phase)
3357 printf("::: IS_PLAYER\n");
3360 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3363 printf("::: %d,%d: %d %s\n", x, y, border_element,
3364 element_info[border_element].token_name);
3367 Feld[x][y] = Store2[x][y];
3370 border_explosion = TRUE;
3373 if (phase == last_phase)
3374 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3377 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3379 AmoebeUmwandeln(x, y);
3381 border_explosion = TRUE;
3384 if (phase == last_phase)
3385 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3386 element_info[border_element].explosion_delay,
3387 element_info[border_element].ignition_delay,
3393 /* if an element just explodes due to another explosion (chain-reaction),
3394 do not immediately end the new explosion when it was the last frame of
3395 the explosion (as it would be done in the following "if"-statement!) */
3396 if (border_explosion && phase == last_phase)
3403 if (phase == first_phase_after_start)
3405 int element = Store2[x][y];
3407 if (element == EL_BLACK_ORB)
3409 Feld[x][y] = Store2[x][y];
3414 else if (phase == half_phase)
3416 int element = Store2[x][y];
3418 if (IS_PLAYER(x, y))
3419 KillHeroUnlessExplosionProtected(x, y);
3420 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3422 Feld[x][y] = Store2[x][y];
3426 else if (element == EL_AMOEBA_TO_DIAMOND)
3427 AmoebeUmwandeln(x, y);
3431 if (phase == last_phase)
3436 printf("::: done: phase == %d\n", phase);
3440 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3443 element = Feld[x][y] = Store[x][y];
3444 Store[x][y] = Store2[x][y] = 0;
3445 GfxElement[x][y] = EL_UNDEFINED;
3447 /* player can escape from explosions and might therefore be still alive */
3448 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3449 element <= EL_PLAYER_IS_EXPLODING_4)
3450 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3452 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3453 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3454 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3457 /* restore probably existing indestructible background element */
3458 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3459 element = Feld[x][y] = Back[x][y];
3462 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3463 GfxDir[x][y] = MV_NO_MOVING;
3464 ChangeDelay[x][y] = 0;
3465 ChangePage[x][y] = -1;
3468 InitField_WithBug2(x, y, FALSE);
3470 InitField(x, y, FALSE);
3472 /* !!! not needed !!! */
3474 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3475 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3478 if (CAN_MOVE(element))
3483 DrawLevelField(x, y);
3485 TestIfElementTouchesCustomElement(x, y);
3487 if (GFX_CRUMBLED(element))
3488 DrawLevelFieldCrumbledSandNeighbours(x, y);
3490 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3491 StorePlayer[x][y] = 0;
3493 if (ELEM_IS_PLAYER(element))
3494 RelocatePlayer(x, y, element);
3497 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3499 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3503 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3505 int stored = Store[x][y];
3506 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3507 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3511 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3513 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3517 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3521 printf("::: %d / %d [%d - %d]\n",
3522 GfxFrame[x][y], phase - delay, phase, delay);
3526 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3527 element_info[GfxElement[x][y]].token_name,
3532 DrawLevelFieldCrumbledSand(x, y);
3534 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3536 DrawLevelElement(x, y, Back[x][y]);
3537 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3539 else if (IS_WALKABLE_UNDER(Back[x][y]))
3541 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3542 DrawLevelElementThruMask(x, y, Back[x][y]);
3544 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3545 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3549 void DynaExplode(int ex, int ey)
3552 int dynabomb_element = Feld[ex][ey];
3553 int dynabomb_size = 1;
3554 boolean dynabomb_xl = FALSE;
3555 struct PlayerInfo *player;
3556 static int xy[4][2] =
3564 if (IS_ACTIVE_BOMB(dynabomb_element))
3566 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3567 dynabomb_size = player->dynabomb_size;
3568 dynabomb_xl = player->dynabomb_xl;
3569 player->dynabombs_left++;
3572 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3574 for (i = 0; i < NUM_DIRECTIONS; i++)
3576 for (j = 1; j <= dynabomb_size; j++)
3578 int x = ex + j * xy[i][0];
3579 int y = ey + j * xy[i][1];
3582 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3585 element = Feld[x][y];
3587 /* do not restart explosions of fields with active bombs */
3588 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3591 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3595 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3596 !IS_DIGGABLE(element) && !dynabomb_xl)
3599 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3600 !CAN_GROW_INTO(element) && !dynabomb_xl)
3604 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3605 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3606 element != EL_SAND && !dynabomb_xl)
3613 void Bang(int x, int y)
3616 int element = MovingOrBlocked2Element(x, y);
3618 int element = Feld[x][y];
3622 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3624 if (IS_PLAYER(x, y))
3627 struct PlayerInfo *player = PLAYERINFO(x, y);
3629 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3630 player->element_nr);
3635 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3637 if (game.emulation == EMU_SUPAPLEX)
3638 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3640 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3645 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3653 case EL_BD_BUTTERFLY:
3656 case EL_DARK_YAMYAM:
3660 RaiseScoreElement(element);
3661 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3663 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3664 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3665 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3666 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3667 case EL_DYNABOMB_INCREASE_NUMBER:
3668 case EL_DYNABOMB_INCREASE_SIZE:
3669 case EL_DYNABOMB_INCREASE_POWER:
3674 case EL_LAMP_ACTIVE:
3676 case EL_AMOEBA_TO_DIAMOND:
3678 if (IS_PLAYER(x, y))
3679 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3681 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3685 if (element_info[element].explosion_type == EXPLODES_CROSS)
3687 if (CAN_EXPLODE_CROSS(element))
3690 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3695 else if (element_info[element].explosion_type == EXPLODES_1X1)
3697 else if (CAN_EXPLODE_1X1(element))
3699 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3701 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3705 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3708 void SplashAcid(int x, int y)
3711 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3712 (!IN_LEV_FIELD(x - 1, y - 2) ||
3713 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3714 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3716 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3717 (!IN_LEV_FIELD(x + 1, y - 2) ||
3718 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3719 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3721 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3723 /* input: position of element entering acid (obsolete) */
3725 int element = Feld[x][y];
3727 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3730 if (element != EL_ACID_SPLASH_LEFT &&
3731 element != EL_ACID_SPLASH_RIGHT)
3733 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3735 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3736 (!IN_LEV_FIELD(x - 1, y - 1) ||
3737 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3738 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3740 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3741 (!IN_LEV_FIELD(x + 1, y - 1) ||
3742 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3743 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3748 static void InitBeltMovement()
3750 static int belt_base_element[4] =
3752 EL_CONVEYOR_BELT_1_LEFT,
3753 EL_CONVEYOR_BELT_2_LEFT,
3754 EL_CONVEYOR_BELT_3_LEFT,
3755 EL_CONVEYOR_BELT_4_LEFT
3757 static int belt_base_active_element[4] =
3759 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3760 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3761 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3762 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3767 /* set frame order for belt animation graphic according to belt direction */
3768 for (i = 0; i < NUM_BELTS; i++)
3772 for (j = 0; j < NUM_BELT_PARTS; j++)
3774 int element = belt_base_active_element[belt_nr] + j;
3775 int graphic = el2img(element);
3777 if (game.belt_dir[i] == MV_LEFT)
3778 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3780 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3784 for (y = 0; y < lev_fieldy; y++)
3786 for (x = 0; x < lev_fieldx; x++)
3788 int element = Feld[x][y];
3790 for (i = 0; i < NUM_BELTS; i++)
3792 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3794 int e_belt_nr = getBeltNrFromBeltElement(element);
3797 if (e_belt_nr == belt_nr)
3799 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3801 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3809 static void ToggleBeltSwitch(int x, int y)
3811 static int belt_base_element[4] =
3813 EL_CONVEYOR_BELT_1_LEFT,
3814 EL_CONVEYOR_BELT_2_LEFT,
3815 EL_CONVEYOR_BELT_3_LEFT,
3816 EL_CONVEYOR_BELT_4_LEFT
3818 static int belt_base_active_element[4] =
3820 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3821 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3822 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3823 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3825 static int belt_base_switch_element[4] =
3827 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3828 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3829 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3830 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3832 static int belt_move_dir[4] =
3840 int element = Feld[x][y];
3841 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3842 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3843 int belt_dir = belt_move_dir[belt_dir_nr];
3846 if (!IS_BELT_SWITCH(element))
3849 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3850 game.belt_dir[belt_nr] = belt_dir;
3852 if (belt_dir_nr == 3)
3855 /* set frame order for belt animation graphic according to belt direction */
3856 for (i = 0; i < NUM_BELT_PARTS; i++)
3858 int element = belt_base_active_element[belt_nr] + i;
3859 int graphic = el2img(element);
3861 if (belt_dir == MV_LEFT)
3862 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3864 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3867 for (yy = 0; yy < lev_fieldy; yy++)
3869 for (xx = 0; xx < lev_fieldx; xx++)
3871 int element = Feld[xx][yy];
3873 if (IS_BELT_SWITCH(element))
3875 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3877 if (e_belt_nr == belt_nr)
3879 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3880 DrawLevelField(xx, yy);
3883 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3885 int e_belt_nr = getBeltNrFromBeltElement(element);
3887 if (e_belt_nr == belt_nr)
3889 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3891 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3892 DrawLevelField(xx, yy);
3895 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3897 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3899 if (e_belt_nr == belt_nr)
3901 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3903 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3904 DrawLevelField(xx, yy);
3911 static void ToggleSwitchgateSwitch(int x, int y)
3915 game.switchgate_pos = !game.switchgate_pos;
3917 for (yy = 0; yy < lev_fieldy; yy++)
3919 for (xx = 0; xx < lev_fieldx; xx++)
3921 int element = Feld[xx][yy];
3923 if (element == EL_SWITCHGATE_SWITCH_UP ||
3924 element == EL_SWITCHGATE_SWITCH_DOWN)
3926 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3927 DrawLevelField(xx, yy);
3929 else if (element == EL_SWITCHGATE_OPEN ||
3930 element == EL_SWITCHGATE_OPENING)
3932 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3934 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3936 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3939 else if (element == EL_SWITCHGATE_CLOSED ||
3940 element == EL_SWITCHGATE_CLOSING)
3942 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3944 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3946 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3953 static int getInvisibleActiveFromInvisibleElement(int element)
3955 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3956 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3957 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3961 static int getInvisibleFromInvisibleActiveElement(int element)
3963 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3964 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3965 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3969 static void RedrawAllLightSwitchesAndInvisibleElements()
3973 for (y = 0; y < lev_fieldy; y++)
3975 for (x = 0; x < lev_fieldx; x++)
3977 int element = Feld[x][y];
3979 if (element == EL_LIGHT_SWITCH &&
3980 game.light_time_left > 0)
3982 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3983 DrawLevelField(x, y);
3985 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3986 game.light_time_left == 0)
3988 Feld[x][y] = EL_LIGHT_SWITCH;
3989 DrawLevelField(x, y);
3991 else if (element == EL_INVISIBLE_STEELWALL ||
3992 element == EL_INVISIBLE_WALL ||
3993 element == EL_INVISIBLE_SAND)
3995 if (game.light_time_left > 0)
3996 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3998 DrawLevelField(x, y);
4000 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4001 element == EL_INVISIBLE_WALL_ACTIVE ||
4002 element == EL_INVISIBLE_SAND_ACTIVE)
4004 if (game.light_time_left == 0)
4005 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4007 DrawLevelField(x, y);
4013 static void ToggleLightSwitch(int x, int y)
4015 int element = Feld[x][y];
4017 game.light_time_left =
4018 (element == EL_LIGHT_SWITCH ?
4019 level.time_light * FRAMES_PER_SECOND : 0);
4021 RedrawAllLightSwitchesAndInvisibleElements();
4024 static void ActivateTimegateSwitch(int x, int y)
4028 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4030 for (yy = 0; yy < lev_fieldy; yy++)
4032 for (xx = 0; xx < lev_fieldx; xx++)
4034 int element = Feld[xx][yy];
4036 if (element == EL_TIMEGATE_CLOSED ||
4037 element == EL_TIMEGATE_CLOSING)
4039 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4040 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
4044 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4046 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4047 DrawLevelField(xx, yy);
4054 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4057 inline static int getElementMoveStepsize(int x, int y)
4059 int element = Feld[x][y];
4060 int direction = MovDir[x][y];
4061 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4062 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4063 int horiz_move = (dx != 0);
4064 int sign = (horiz_move ? dx : dy);
4065 int step = sign * element_info[element].move_stepsize;
4067 /* special values for move stepsize for spring and things on conveyor belt */
4071 if (element == EL_SPRING)
4072 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4073 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
4074 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4075 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4077 if (CAN_FALL(element) &&
4078 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4079 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4080 else if (element == EL_SPRING)
4081 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4088 void Impact(int x, int y)
4090 boolean lastline = (y == lev_fieldy-1);
4091 boolean object_hit = FALSE;
4092 boolean impact = (lastline || object_hit);
4093 int element = Feld[x][y];
4094 int smashed = EL_STEELWALL;
4096 if (!lastline) /* check if element below was hit */
4098 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4101 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4102 MovDir[x][y + 1] != MV_DOWN ||
4103 MovPos[x][y + 1] <= TILEY / 2));
4106 object_hit = !IS_FREE(x, y + 1);
4109 /* do not smash moving elements that left the smashed field in time */
4110 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4111 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4115 smashed = MovingOrBlocked2Element(x, y + 1);
4117 impact = (lastline || object_hit);
4120 if (!lastline && smashed == EL_ACID) /* element falls into acid */
4122 SplashAcid(x, y + 1);
4126 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4127 /* only reset graphic animation if graphic really changes after impact */
4129 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4131 ResetGfxAnimation(x, y);
4132 DrawLevelField(x, y);
4135 if (impact && CAN_EXPLODE_IMPACT(element))
4140 else if (impact && element == EL_PEARL)
4142 ResetGfxAnimation(x, y);
4144 Feld[x][y] = EL_PEARL_BREAKING;
4145 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4148 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4150 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4155 if (impact && element == EL_AMOEBA_DROP)
4157 if (object_hit && IS_PLAYER(x, y + 1))
4158 KillHeroUnlessEnemyProtected(x, y + 1);
4159 else if (object_hit && smashed == EL_PENGUIN)
4163 Feld[x][y] = EL_AMOEBA_GROWING;
4164 Store[x][y] = EL_AMOEBA_WET;
4166 ResetRandomAnimationValue(x, y);
4171 if (object_hit) /* check which object was hit */
4173 if (CAN_PASS_MAGIC_WALL(element) &&
4174 (smashed == EL_MAGIC_WALL ||
4175 smashed == EL_BD_MAGIC_WALL))
4178 int activated_magic_wall =
4179 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4180 EL_BD_MAGIC_WALL_ACTIVE);
4182 /* activate magic wall / mill */
4183 for (yy = 0; yy < lev_fieldy; yy++)
4184 for (xx = 0; xx < lev_fieldx; xx++)
4185 if (Feld[xx][yy] == smashed)
4186 Feld[xx][yy] = activated_magic_wall;
4188 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4189 game.magic_wall_active = TRUE;
4191 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4192 SND_MAGIC_WALL_ACTIVATING :
4193 SND_BD_MAGIC_WALL_ACTIVATING));
4196 if (IS_PLAYER(x, y + 1))
4198 if (CAN_SMASH_PLAYER(element))
4200 KillHeroUnlessEnemyProtected(x, y + 1);
4204 else if (smashed == EL_PENGUIN)
4206 if (CAN_SMASH_PLAYER(element))
4212 else if (element == EL_BD_DIAMOND)
4214 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4220 else if (((element == EL_SP_INFOTRON ||
4221 element == EL_SP_ZONK) &&
4222 (smashed == EL_SP_SNIKSNAK ||
4223 smashed == EL_SP_ELECTRON ||
4224 smashed == EL_SP_DISK_ORANGE)) ||
4225 (element == EL_SP_INFOTRON &&
4226 smashed == EL_SP_DISK_YELLOW))
4232 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4238 else if (CAN_SMASH_EVERYTHING(element))
4240 if (IS_CLASSIC_ENEMY(smashed) ||
4241 CAN_EXPLODE_SMASHED(smashed))
4246 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4248 if (smashed == EL_LAMP ||
4249 smashed == EL_LAMP_ACTIVE)
4254 else if (smashed == EL_NUT)
4256 Feld[x][y + 1] = EL_NUT_BREAKING;
4257 PlayLevelSound(x, y, SND_NUT_BREAKING);
4258 RaiseScoreElement(EL_NUT);
4261 else if (smashed == EL_PEARL)
4263 ResetGfxAnimation(x, y);
4265 Feld[x][y + 1] = EL_PEARL_BREAKING;
4266 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4269 else if (smashed == EL_DIAMOND)
4271 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4272 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4275 else if (IS_BELT_SWITCH(smashed))
4277 ToggleBeltSwitch(x, y + 1);
4279 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4280 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4282 ToggleSwitchgateSwitch(x, y + 1);
4284 else if (smashed == EL_LIGHT_SWITCH ||
4285 smashed == EL_LIGHT_SWITCH_ACTIVE)
4287 ToggleLightSwitch(x, y + 1);
4292 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4295 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4298 /* !!! TEST ONLY !!! */
4299 CheckElementChangeBySide(x, y + 1, smashed, element,
4300 CE_SWITCHED, CH_SIDE_TOP);
4301 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4302 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4304 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4305 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4306 CheckElementChangeBySide(x, y + 1, smashed, element,
4307 CE_SWITCHED, CH_SIDE_TOP);
4313 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4318 /* play sound of magic wall / mill */
4320 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4321 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4323 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4324 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4325 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4326 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4331 /* play sound of object that hits the ground */
4332 if (lastline || object_hit)
4333 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4336 inline static void TurnRoundExt(int x, int y)
4348 { 0, 0 }, { 0, 0 }, { 0, 0 },
4353 int left, right, back;
4357 { MV_DOWN, MV_UP, MV_RIGHT },
4358 { MV_UP, MV_DOWN, MV_LEFT },
4360 { MV_LEFT, MV_RIGHT, MV_DOWN },
4364 { MV_RIGHT, MV_LEFT, MV_UP }
4367 int element = Feld[x][y];
4368 int move_pattern = element_info[element].move_pattern;
4370 int old_move_dir = MovDir[x][y];
4371 int left_dir = turn[old_move_dir].left;
4372 int right_dir = turn[old_move_dir].right;
4373 int back_dir = turn[old_move_dir].back;
4375 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4376 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4377 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4378 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4380 int left_x = x + left_dx, left_y = y + left_dy;
4381 int right_x = x + right_dx, right_y = y + right_dy;
4382 int move_x = x + move_dx, move_y = y + move_dy;
4386 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4388 TestIfBadThingTouchesOtherBadThing(x, y);
4390 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4391 MovDir[x][y] = right_dir;
4392 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4393 MovDir[x][y] = left_dir;
4395 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4397 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4401 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4402 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4404 TestIfBadThingTouchesOtherBadThing(x, y);
4406 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4407 MovDir[x][y] = left_dir;
4408 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4409 MovDir[x][y] = right_dir;
4411 if ((element == EL_SPACESHIP ||
4412 element == EL_SP_SNIKSNAK ||
4413 element == EL_SP_ELECTRON)
4414 && MovDir[x][y] != old_move_dir)
4416 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4420 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4422 TestIfBadThingTouchesOtherBadThing(x, y);
4424 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4425 MovDir[x][y] = left_dir;
4426 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4427 MovDir[x][y] = right_dir;
4429 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4431 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4434 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4436 TestIfBadThingTouchesOtherBadThing(x, y);
4438 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4439 MovDir[x][y] = left_dir;
4440 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4441 MovDir[x][y] = right_dir;
4443 if (MovDir[x][y] != old_move_dir)
4447 else if (element == EL_YAMYAM)
4449 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4450 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4452 if (can_turn_left && can_turn_right)
4453 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4454 else if (can_turn_left)
4455 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4456 else if (can_turn_right)
4457 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4459 MovDir[x][y] = back_dir;
4461 MovDelay[x][y] = 16 + 16 * RND(3);
4463 else if (element == EL_DARK_YAMYAM)
4465 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4467 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4470 if (can_turn_left && can_turn_right)
4471 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4472 else if (can_turn_left)
4473 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4474 else if (can_turn_right)
4475 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4477 MovDir[x][y] = back_dir;
4479 MovDelay[x][y] = 16 + 16 * RND(3);
4481 else if (element == EL_PACMAN)
4483 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4484 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4486 if (can_turn_left && can_turn_right)
4487 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4488 else if (can_turn_left)
4489 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4490 else if (can_turn_right)
4491 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4493 MovDir[x][y] = back_dir;
4495 MovDelay[x][y] = 6 + RND(40);
4497 else if (element == EL_PIG)
4499 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4500 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4501 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4502 boolean should_turn_left, should_turn_right, should_move_on;
4504 int rnd = RND(rnd_value);
4506 should_turn_left = (can_turn_left &&
4508 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4509 y + back_dy + left_dy)));
4510 should_turn_right = (can_turn_right &&
4512 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4513 y + back_dy + right_dy)));
4514 should_move_on = (can_move_on &&
4517 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4518 y + move_dy + left_dy) ||
4519 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4520 y + move_dy + right_dy)));
4522 if (should_turn_left || should_turn_right || should_move_on)
4524 if (should_turn_left && should_turn_right && should_move_on)
4525 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4526 rnd < 2 * rnd_value / 3 ? right_dir :
4528 else if (should_turn_left && should_turn_right)
4529 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4530 else if (should_turn_left && should_move_on)
4531 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4532 else if (should_turn_right && should_move_on)
4533 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4534 else if (should_turn_left)
4535 MovDir[x][y] = left_dir;
4536 else if (should_turn_right)
4537 MovDir[x][y] = right_dir;
4538 else if (should_move_on)
4539 MovDir[x][y] = old_move_dir;
4541 else if (can_move_on && rnd > rnd_value / 8)
4542 MovDir[x][y] = old_move_dir;
4543 else if (can_turn_left && can_turn_right)
4544 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4545 else if (can_turn_left && rnd > rnd_value / 8)
4546 MovDir[x][y] = left_dir;
4547 else if (can_turn_right && rnd > rnd_value/8)
4548 MovDir[x][y] = right_dir;
4550 MovDir[x][y] = back_dir;
4552 xx = x + move_xy[MovDir[x][y]].x;
4553 yy = y + move_xy[MovDir[x][y]].y;
4555 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4556 MovDir[x][y] = old_move_dir;
4560 else if (element == EL_DRAGON)
4562 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4563 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4564 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4566 int rnd = RND(rnd_value);
4569 if (FrameCounter < 1 && x == 0 && y == 29)
4570 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4573 if (can_move_on && rnd > rnd_value / 8)
4574 MovDir[x][y] = old_move_dir;
4575 else if (can_turn_left && can_turn_right)
4576 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4577 else if (can_turn_left && rnd > rnd_value / 8)
4578 MovDir[x][y] = left_dir;
4579 else if (can_turn_right && rnd > rnd_value / 8)
4580 MovDir[x][y] = right_dir;
4582 MovDir[x][y] = back_dir;
4584 xx = x + move_xy[MovDir[x][y]].x;
4585 yy = y + move_xy[MovDir[x][y]].y;
4588 if (FrameCounter < 1 && x == 0 && y == 29)
4589 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4590 xx, yy, Feld[xx][yy],
4595 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4596 MovDir[x][y] = old_move_dir;
4598 if (!IS_FREE(xx, yy))
4599 MovDir[x][y] = old_move_dir;
4603 if (FrameCounter < 1 && x == 0 && y == 29)
4604 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4609 else if (element == EL_MOLE)
4611 boolean can_move_on =
4612 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4613 IS_AMOEBOID(Feld[move_x][move_y]) ||
4614 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4617 boolean can_turn_left =
4618 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4619 IS_AMOEBOID(Feld[left_x][left_y])));
4621 boolean can_turn_right =
4622 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4623 IS_AMOEBOID(Feld[right_x][right_y])));
4625 if (can_turn_left && can_turn_right)
4626 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4627 else if (can_turn_left)
4628 MovDir[x][y] = left_dir;
4630 MovDir[x][y] = right_dir;
4633 if (MovDir[x][y] != old_move_dir)
4636 else if (element == EL_BALLOON)
4638 MovDir[x][y] = game.balloon_dir;
4641 else if (element == EL_SPRING)
4644 if (MovDir[x][y] & MV_HORIZONTAL &&
4645 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4646 MovDir[x][y] = MV_NO_MOVING;
4648 if (MovDir[x][y] & MV_HORIZONTAL &&
4649 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4650 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4651 MovDir[x][y] = MV_NO_MOVING;
4656 else if (element == EL_ROBOT ||
4657 element == EL_SATELLITE ||
4658 element == EL_PENGUIN)
4660 int attr_x = -1, attr_y = -1;
4671 for (i = 0; i < MAX_PLAYERS; i++)
4673 struct PlayerInfo *player = &stored_player[i];
4674 int jx = player->jx, jy = player->jy;
4676 if (!player->active)
4680 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4689 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4690 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4691 game.engine_version < VERSION_IDENT(3,1,0,0)))
4693 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4700 if (element == EL_PENGUIN)
4703 static int xy[4][2] =
4711 for (i = 0; i < NUM_DIRECTIONS; i++)
4713 int ex = x + xy[i][0];
4714 int ey = y + xy[i][1];
4716 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4725 MovDir[x][y] = MV_NO_MOVING;
4727 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4728 else if (attr_x > x)
4729 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4731 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4732 else if (attr_y > y)
4733 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4735 if (element == EL_ROBOT)
4739 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4740 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4741 Moving2Blocked(x, y, &newx, &newy);
4743 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4744 MovDelay[x][y] = 8 + 8 * !RND(3);
4746 MovDelay[x][y] = 16;
4748 else if (element == EL_PENGUIN)
4754 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4756 boolean first_horiz = RND(2);
4757 int new_move_dir = MovDir[x][y];
4760 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4761 Moving2Blocked(x, y, &newx, &newy);
4763 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4767 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4768 Moving2Blocked(x, y, &newx, &newy);
4770 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4773 MovDir[x][y] = old_move_dir;
4777 else /* (element == EL_SATELLITE) */
4783 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4785 boolean first_horiz = RND(2);
4786 int new_move_dir = MovDir[x][y];
4789 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4790 Moving2Blocked(x, y, &newx, &newy);
4792 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4796 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4797 Moving2Blocked(x, y, &newx, &newy);
4799 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4802 MovDir[x][y] = old_move_dir;
4807 else if (move_pattern == MV_TURNING_LEFT ||
4808 move_pattern == MV_TURNING_RIGHT ||
4809 move_pattern == MV_TURNING_LEFT_RIGHT ||
4810 move_pattern == MV_TURNING_RIGHT_LEFT ||
4811 move_pattern == MV_TURNING_RANDOM ||
4812 move_pattern == MV_ALL_DIRECTIONS)
4814 boolean can_turn_left =
4815 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4816 boolean can_turn_right =
4817 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4819 if (move_pattern == MV_TURNING_LEFT)
4820 MovDir[x][y] = left_dir;
4821 else if (move_pattern == MV_TURNING_RIGHT)
4822 MovDir[x][y] = right_dir;
4823 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4824 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4825 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4826 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4827 else if (move_pattern == MV_TURNING_RANDOM)
4828 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4829 can_turn_right && !can_turn_left ? right_dir :
4830 RND(2) ? left_dir : right_dir);
4831 else if (can_turn_left && can_turn_right)
4832 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4833 else if (can_turn_left)
4834 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4835 else if (can_turn_right)
4836 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4838 MovDir[x][y] = back_dir;
4840 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4842 else if (move_pattern == MV_HORIZONTAL ||
4843 move_pattern == MV_VERTICAL)
4845 if (move_pattern & old_move_dir)
4846 MovDir[x][y] = back_dir;
4847 else if (move_pattern == MV_HORIZONTAL)
4848 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4849 else if (move_pattern == MV_VERTICAL)
4850 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4852 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4854 else if (move_pattern & MV_ANY_DIRECTION)
4856 MovDir[x][y] = move_pattern;
4857 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4859 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4861 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4862 MovDir[x][y] = left_dir;
4863 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4864 MovDir[x][y] = right_dir;
4866 if (MovDir[x][y] != old_move_dir)
4867 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4869 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4871 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4872 MovDir[x][y] = right_dir;
4873 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4874 MovDir[x][y] = left_dir;
4876 if (MovDir[x][y] != old_move_dir)
4877 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4879 else if (move_pattern == MV_TOWARDS_PLAYER ||
4880 move_pattern == MV_AWAY_FROM_PLAYER)
4882 int attr_x = -1, attr_y = -1;
4884 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4895 for (i = 0; i < MAX_PLAYERS; i++)
4897 struct PlayerInfo *player = &stored_player[i];
4898 int jx = player->jx, jy = player->jy;
4900 if (!player->active)
4904 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4912 MovDir[x][y] = MV_NO_MOVING;
4914 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4915 else if (attr_x > x)
4916 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4918 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4919 else if (attr_y > y)
4920 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4922 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4924 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4926 boolean first_horiz = RND(2);
4927 int new_move_dir = MovDir[x][y];
4930 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4931 Moving2Blocked(x, y, &newx, &newy);
4933 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4937 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4938 Moving2Blocked(x, y, &newx, &newy);
4940 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4943 MovDir[x][y] = old_move_dir;
4946 else if (move_pattern == MV_WHEN_PUSHED ||
4947 move_pattern == MV_WHEN_DROPPED)
4949 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4950 MovDir[x][y] = MV_NO_MOVING;
4954 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4956 static int test_xy[7][2] =
4966 static int test_dir[7] =
4976 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4977 int move_preference = -1000000; /* start with very low preference */
4978 int new_move_dir = MV_NO_MOVING;
4979 int start_test = RND(4);
4982 for (i = 0; i < NUM_DIRECTIONS; i++)
4984 int move_dir = test_dir[start_test + i];
4985 int move_dir_preference;
4987 xx = x + test_xy[start_test + i][0];
4988 yy = y + test_xy[start_test + i][1];
4990 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4991 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4993 new_move_dir = move_dir;
4998 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5001 move_dir_preference = -1 * RunnerVisit[xx][yy];
5002 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5003 move_dir_preference = PlayerVisit[xx][yy];
5005 if (move_dir_preference > move_preference)
5007 /* prefer field that has not been visited for the longest time */
5008 move_preference = move_dir_preference;
5009 new_move_dir = move_dir;
5011 else if (move_dir_preference == move_preference &&
5012 move_dir == old_move_dir)
5014 /* prefer last direction when all directions are preferred equally */
5015 move_preference = move_dir_preference;
5016 new_move_dir = move_dir;
5020 MovDir[x][y] = new_move_dir;
5021 if (old_move_dir != new_move_dir)
5026 static void TurnRound(int x, int y)
5028 int direction = MovDir[x][y];
5031 GfxDir[x][y] = MovDir[x][y];
5037 GfxDir[x][y] = MovDir[x][y];
5040 if (direction != MovDir[x][y])
5045 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
5048 GfxAction[x][y] = ACTION_WAITING;
5052 static boolean JustBeingPushed(int x, int y)
5056 for (i = 0; i < MAX_PLAYERS; i++)
5058 struct PlayerInfo *player = &stored_player[i];
5060 if (player->active && player->is_pushing && player->MovPos)
5062 int next_jx = player->jx + (player->jx - player->last_jx);
5063 int next_jy = player->jy + (player->jy - player->last_jy);
5065 if (x == next_jx && y == next_jy)
5073 void StartMoving(int x, int y)
5076 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
5078 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5079 int element = Feld[x][y];
5085 if (MovDelay[x][y] == 0)
5086 GfxAction[x][y] = ACTION_DEFAULT;
5088 /* !!! this should be handled more generic (not only for mole) !!! */
5089 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
5090 GfxAction[x][y] = ACTION_DEFAULT;
5093 if (CAN_FALL(element) && y < lev_fieldy - 1)
5095 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5096 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5097 if (JustBeingPushed(x, y))
5100 if (element == EL_QUICKSAND_FULL)
5102 if (IS_FREE(x, y + 1))
5104 InitMovingField(x, y, MV_DOWN);
5105 started_moving = TRUE;
5107 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5108 Store[x][y] = EL_ROCK;
5110 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5112 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
5115 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5117 if (!MovDelay[x][y])
5118 MovDelay[x][y] = TILEY + 1;
5127 Feld[x][y] = EL_QUICKSAND_EMPTY;
5128 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5129 Store[x][y + 1] = Store[x][y];
5132 PlayLevelSoundAction(x, y, ACTION_FILLING);
5134 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5138 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5139 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5141 InitMovingField(x, y, MV_DOWN);
5142 started_moving = TRUE;
5144 Feld[x][y] = EL_QUICKSAND_FILLING;
5145 Store[x][y] = element;
5147 PlayLevelSoundAction(x, y, ACTION_FILLING);
5149 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5152 else if (element == EL_MAGIC_WALL_FULL)
5154 if (IS_FREE(x, y + 1))
5156 InitMovingField(x, y, MV_DOWN);
5157 started_moving = TRUE;
5159 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5160 Store[x][y] = EL_CHANGED(Store[x][y]);
5162 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5164 if (!MovDelay[x][y])
5165 MovDelay[x][y] = TILEY/4 + 1;
5174 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
5175 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
5176 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
5180 else if (element == EL_BD_MAGIC_WALL_FULL)
5182 if (IS_FREE(x, y + 1))
5184 InitMovingField(x, y, MV_DOWN);
5185 started_moving = TRUE;
5187 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
5188 Store[x][y] = EL_CHANGED2(Store[x][y]);
5190 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5192 if (!MovDelay[x][y])
5193 MovDelay[x][y] = TILEY/4 + 1;
5202 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
5203 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
5204 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
5208 else if (CAN_PASS_MAGIC_WALL(element) &&
5209 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5210 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
5212 InitMovingField(x, y, MV_DOWN);
5213 started_moving = TRUE;
5216 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
5217 EL_BD_MAGIC_WALL_FILLING);
5218 Store[x][y] = element;
5221 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
5223 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
5226 SplashAcid(x, y + 1);
5228 InitMovingField(x, y, MV_DOWN);
5229 started_moving = TRUE;
5231 Store[x][y] = EL_ACID;
5233 /* !!! TEST !!! better use "_FALLING" etc. !!! */
5234 GfxAction[x][y + 1] = ACTION_ACTIVE;
5238 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5239 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
5241 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5242 CAN_SMASH(element) && WasJustFalling[x][y] &&
5243 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5245 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5246 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5247 (Feld[x][y + 1] == EL_BLOCKED)))
5251 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5252 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5253 WasJustMoving[x][y] && !Pushed[x][y + 1])
5255 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5256 WasJustMoving[x][y])
5261 /* this is needed for a special case not covered by calling "Impact()"
5262 from "ContinueMoving()": if an element moves to a tile directly below
5263 another element which was just falling on that tile (which was empty
5264 in the previous frame), the falling element above would just stop
5265 instead of smashing the element below (in previous version, the above
5266 element was just checked for "moving" instead of "falling", resulting
5267 in incorrect smashes caused by horizontal movement of the above
5268 element; also, the case of the player being the element to smash was
5269 simply not covered here... :-/ ) */
5272 WasJustMoving[x][y] = 0;
5273 WasJustFalling[x][y] = 0;
5276 CheckCollision[x][y] = 0;
5280 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5282 if (MovDir[x][y] == MV_NO_MOVING)
5284 InitMovingField(x, y, MV_DOWN);
5285 started_moving = TRUE;
5288 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5290 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5291 MovDir[x][y] = MV_DOWN;
5293 InitMovingField(x, y, MV_DOWN);
5294 started_moving = TRUE;
5296 else if (element == EL_AMOEBA_DROP)
5298 Feld[x][y] = EL_AMOEBA_GROWING;
5299 Store[x][y] = EL_AMOEBA_WET;
5301 /* Store[x][y + 1] must be zero, because:
5302 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5305 #if OLD_GAME_BEHAVIOUR
5306 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5308 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5309 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5310 element != EL_DX_SUPABOMB)
5313 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5314 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5315 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5316 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5319 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5320 (IS_FREE(x - 1, y + 1) ||
5321 Feld[x - 1][y + 1] == EL_ACID));
5322 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5323 (IS_FREE(x + 1, y + 1) ||
5324 Feld[x + 1][y + 1] == EL_ACID));
5325 boolean can_fall_any = (can_fall_left || can_fall_right);
5326 boolean can_fall_both = (can_fall_left && can_fall_right);
5328 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5330 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5332 if (slippery_type == SLIPPERY_ONLY_LEFT)
5333 can_fall_right = FALSE;
5334 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5335 can_fall_left = FALSE;
5336 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5337 can_fall_right = FALSE;
5338 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5339 can_fall_left = FALSE;
5341 can_fall_any = (can_fall_left || can_fall_right);
5342 can_fall_both = (can_fall_left && can_fall_right);
5347 if (can_fall_both &&
5348 (game.emulation != EMU_BOULDERDASH &&
5349 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5350 can_fall_left = !(can_fall_right = RND(2));
5352 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5353 started_moving = TRUE;
5357 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5359 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5362 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5363 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5364 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5365 int belt_dir = game.belt_dir[belt_nr];
5367 if ((belt_dir == MV_LEFT && left_is_free) ||
5368 (belt_dir == MV_RIGHT && right_is_free))
5371 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5374 InitMovingField(x, y, belt_dir);
5375 started_moving = TRUE;
5378 Pushed[x][y] = TRUE;
5379 Pushed[nextx][y] = TRUE;
5382 GfxAction[x][y] = ACTION_DEFAULT;
5386 MovDir[x][y] = 0; /* if element was moving, stop it */
5391 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5393 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
5395 if (CAN_MOVE(element) && !started_moving)
5398 int move_pattern = element_info[element].move_pattern;
5403 if (MovDir[x][y] == MV_NO_MOVING)
5405 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
5406 x, y, element, element_info[element].token_name);
5407 printf("StartMoving(): This should never happen!\n");
5412 Moving2Blocked(x, y, &newx, &newy);
5415 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5418 if ((element == EL_SATELLITE ||
5419 element == EL_BALLOON ||
5420 element == EL_SPRING)
5421 && JustBeingPushed(x, y))
5428 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5429 CheckCollision[x][y] && IN_LEV_FIELD_AND_NOT_FREE(newx, newy))
5431 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5432 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5433 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5437 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5438 element, element_info[element].token_name,
5439 WasJustMoving[x][y],
5440 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5441 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5442 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5443 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5447 WasJustMoving[x][y] = 0;
5450 CheckCollision[x][y] = 0;
5452 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5455 if (Feld[x][y] != element) /* element has changed */
5457 element = Feld[x][y];
5458 move_pattern = element_info[element].move_pattern;
5460 if (!CAN_MOVE(element))
5464 if (Feld[x][y] != element) /* element has changed */
5472 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5473 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5475 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5477 Moving2Blocked(x, y, &newx, &newy);
5478 if (Feld[newx][newy] == EL_BLOCKED)
5479 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5485 if (FrameCounter < 1 && x == 0 && y == 29)
5486 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5489 if (!MovDelay[x][y]) /* start new movement phase */
5491 /* all objects that can change their move direction after each step
5492 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5494 if (element != EL_YAMYAM &&
5495 element != EL_DARK_YAMYAM &&
5496 element != EL_PACMAN &&
5497 !(move_pattern & MV_ANY_DIRECTION) &&
5498 move_pattern != MV_TURNING_LEFT &&
5499 move_pattern != MV_TURNING_RIGHT &&
5500 move_pattern != MV_TURNING_LEFT_RIGHT &&
5501 move_pattern != MV_TURNING_RIGHT_LEFT &&
5502 move_pattern != MV_TURNING_RANDOM)
5507 if (FrameCounter < 1 && x == 0 && y == 29)
5508 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5511 if (MovDelay[x][y] && (element == EL_BUG ||
5512 element == EL_SPACESHIP ||
5513 element == EL_SP_SNIKSNAK ||
5514 element == EL_SP_ELECTRON ||
5515 element == EL_MOLE))
5516 DrawLevelField(x, y);
5520 if (MovDelay[x][y]) /* wait some time before next movement */
5525 if (element == EL_YAMYAM)
5528 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5529 DrawLevelElementAnimation(x, y, element);
5533 if (MovDelay[x][y]) /* element still has to wait some time */
5536 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5537 ResetGfxAnimation(x, y);
5541 if (GfxAction[x][y] != ACTION_WAITING)
5542 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5544 GfxAction[x][y] = ACTION_WAITING;
5548 if (element == EL_ROBOT ||
5550 element == EL_PACMAN ||
5552 element == EL_YAMYAM ||
5553 element == EL_DARK_YAMYAM)
5556 DrawLevelElementAnimation(x, y, element);
5558 DrawLevelElementAnimationIfNeeded(x, y, element);
5560 PlayLevelSoundAction(x, y, ACTION_WAITING);
5562 else if (element == EL_SP_ELECTRON)
5563 DrawLevelElementAnimationIfNeeded(x, y, element);
5564 else if (element == EL_DRAGON)
5567 int dir = MovDir[x][y];
5568 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5569 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5570 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5571 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5572 dir == MV_UP ? IMG_FLAMES_1_UP :
5573 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5574 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5577 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5580 GfxAction[x][y] = ACTION_ATTACKING;
5582 if (IS_PLAYER(x, y))
5583 DrawPlayerField(x, y);
5585 DrawLevelField(x, y);
5587 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5589 for (i = 1; i <= 3; i++)
5591 int xx = x + i * dx;
5592 int yy = y + i * dy;
5593 int sx = SCREENX(xx);
5594 int sy = SCREENY(yy);
5595 int flame_graphic = graphic + (i - 1);
5597 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5602 int flamed = MovingOrBlocked2Element(xx, yy);
5606 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5608 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5609 RemoveMovingField(xx, yy);
5611 RemoveField(xx, yy);
5613 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5616 RemoveMovingField(xx, yy);
5620 if (ChangeDelay[xx][yy])
5621 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
5622 Feld[xx][yy] == EL_BLOCKED));
5626 ChangeDelay[xx][yy] = 0;
5628 Feld[xx][yy] = EL_FLAMES;
5629 if (IN_SCR_FIELD(sx, sy))
5631 DrawLevelFieldCrumbledSand(xx, yy);
5632 DrawGraphic(sx, sy, flame_graphic, frame);
5637 if (Feld[xx][yy] == EL_FLAMES)
5638 Feld[xx][yy] = EL_EMPTY;
5639 DrawLevelField(xx, yy);
5644 if (MovDelay[x][y]) /* element still has to wait some time */
5646 PlayLevelSoundAction(x, y, ACTION_WAITING);
5652 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5653 for all other elements GfxAction will be set by InitMovingField() */
5654 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5655 GfxAction[x][y] = ACTION_MOVING;
5659 /* now make next step */
5661 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5663 if (DONT_COLLIDE_WITH(element) &&
5664 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5665 !PLAYER_ENEMY_PROTECTED(newx, newy))
5668 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5672 /* player killed by element which is deadly when colliding with */
5674 KillHero(PLAYERINFO(newx, newy));
5681 else if (CAN_MOVE_INTO_ACID(element) &&
5682 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5683 (MovDir[x][y] == MV_DOWN ||
5684 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5686 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5687 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5691 else if ((element == EL_PENGUIN ||
5692 element == EL_ROBOT ||
5693 element == EL_SATELLITE ||
5694 element == EL_BALLOON ||
5695 IS_CUSTOM_ELEMENT(element)) &&
5696 IN_LEV_FIELD(newx, newy) &&
5697 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5700 SplashAcid(newx, newy);
5701 Store[x][y] = EL_ACID;
5703 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5705 if (Feld[newx][newy] == EL_EXIT_OPEN)
5709 DrawLevelField(x, y);
5711 Feld[x][y] = EL_EMPTY;
5712 DrawLevelField(x, y);
5715 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5716 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5717 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5719 local_player->friends_still_needed--;
5720 if (!local_player->friends_still_needed &&
5721 !local_player->GameOver && AllPlayersGone)
5722 local_player->LevelSolved = local_player->GameOver = TRUE;
5726 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5728 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5729 DrawLevelField(newx, newy);
5731 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5733 else if (!IS_FREE(newx, newy))
5735 GfxAction[x][y] = ACTION_WAITING;
5737 if (IS_PLAYER(x, y))
5738 DrawPlayerField(x, y);
5740 DrawLevelField(x, y);
5745 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5747 if (IS_FOOD_PIG(Feld[newx][newy]))
5749 if (IS_MOVING(newx, newy))
5750 RemoveMovingField(newx, newy);
5753 Feld[newx][newy] = EL_EMPTY;
5754 DrawLevelField(newx, newy);
5757 PlayLevelSound(x, y, SND_PIG_DIGGING);
5759 else if (!IS_FREE(newx, newy))
5761 if (IS_PLAYER(x, y))
5762 DrawPlayerField(x, y);
5764 DrawLevelField(x, y);
5773 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5776 else if (IS_CUSTOM_ELEMENT(element) &&
5777 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5781 !IS_FREE(newx, newy)
5786 int new_element = Feld[newx][newy];
5789 printf("::: '%s' digs '%s' [%d]\n",
5790 element_info[element].token_name,
5791 element_info[Feld[newx][newy]].token_name,
5792 StorePlayer[newx][newy]);
5795 if (!IS_FREE(newx, newy))
5797 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5798 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5801 /* no element can dig solid indestructible elements */
5802 if (IS_INDESTRUCTIBLE(new_element) &&
5803 !IS_DIGGABLE(new_element) &&
5804 !IS_COLLECTIBLE(new_element))
5807 if (AmoebaNr[newx][newy] &&
5808 (new_element == EL_AMOEBA_FULL ||
5809 new_element == EL_BD_AMOEBA ||
5810 new_element == EL_AMOEBA_GROWING))
5812 AmoebaCnt[AmoebaNr[newx][newy]]--;
5813 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5816 if (IS_MOVING(newx, newy))
5817 RemoveMovingField(newx, newy);
5820 RemoveField(newx, newy);
5821 DrawLevelField(newx, newy);
5824 /* if digged element was about to explode, prevent the explosion */
5825 ExplodeField[newx][newy] = EX_TYPE_NONE;
5827 PlayLevelSoundAction(x, y, action);
5832 Store[newx][newy] = EL_EMPTY;
5833 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5834 Store[newx][newy] = element_info[element].move_leave_element;
5836 Store[newx][newy] = EL_EMPTY;
5837 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
5838 element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
5839 Store[newx][newy] = element_info[element].move_leave_element;
5842 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5843 element_info[element].can_leave_element = TRUE;
5846 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5848 RunnerVisit[x][y] = FrameCounter;
5849 PlayerVisit[x][y] /= 8; /* expire player visit path */
5855 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5857 if (!IS_FREE(newx, newy))
5859 if (IS_PLAYER(x, y))
5860 DrawPlayerField(x, y);
5862 DrawLevelField(x, y);
5868 boolean wanna_flame = !RND(10);
5869 int dx = newx - x, dy = newy - y;
5870 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5871 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5872 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5873 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5874 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5875 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5878 IS_CLASSIC_ENEMY(element1) ||
5879 IS_CLASSIC_ENEMY(element2)) &&
5880 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5881 element1 != EL_FLAMES && element2 != EL_FLAMES)
5884 ResetGfxAnimation(x, y);
5885 GfxAction[x][y] = ACTION_ATTACKING;
5888 if (IS_PLAYER(x, y))
5889 DrawPlayerField(x, y);
5891 DrawLevelField(x, y);
5893 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5895 MovDelay[x][y] = 50;
5899 RemoveField(newx, newy);
5901 Feld[newx][newy] = EL_FLAMES;
5902 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5905 RemoveField(newx1, newy1);
5907 Feld[newx1][newy1] = EL_FLAMES;
5909 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5912 RemoveField(newx2, newy2);
5914 Feld[newx2][newy2] = EL_FLAMES;
5921 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5922 Feld[newx][newy] == EL_DIAMOND)
5924 if (IS_MOVING(newx, newy))
5925 RemoveMovingField(newx, newy);
5928 Feld[newx][newy] = EL_EMPTY;
5929 DrawLevelField(newx, newy);
5932 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5934 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5935 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5937 if (AmoebaNr[newx][newy])
5939 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5940 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5941 Feld[newx][newy] == EL_BD_AMOEBA)
5942 AmoebaCnt[AmoebaNr[newx][newy]]--;
5947 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5949 if (IS_MOVING(newx, newy))
5952 RemoveMovingField(newx, newy);
5956 Feld[newx][newy] = EL_EMPTY;
5957 DrawLevelField(newx, newy);
5960 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5962 else if ((element == EL_PACMAN || element == EL_MOLE)
5963 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5965 if (AmoebaNr[newx][newy])
5967 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5968 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5969 Feld[newx][newy] == EL_BD_AMOEBA)
5970 AmoebaCnt[AmoebaNr[newx][newy]]--;
5973 if (element == EL_MOLE)
5975 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5976 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5978 ResetGfxAnimation(x, y);
5979 GfxAction[x][y] = ACTION_DIGGING;
5980 DrawLevelField(x, y);
5982 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5984 return; /* wait for shrinking amoeba */
5986 else /* element == EL_PACMAN */
5988 Feld[newx][newy] = EL_EMPTY;
5989 DrawLevelField(newx, newy);
5990 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5993 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5994 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5995 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5997 /* wait for shrinking amoeba to completely disappear */
6000 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6002 /* object was running against a wall */
6007 if (move_pattern & MV_ANY_DIRECTION &&
6008 move_pattern == MovDir[x][y])
6010 int blocking_element =
6011 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6014 printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
6015 element_info[element].token_name,
6016 element_info[blocking_element].token_name,
6020 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6023 element = Feld[x][y]; /* element might have changed */
6028 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6029 DrawLevelElementAnimation(x, y, element);
6031 if (element == EL_BUG ||
6032 element == EL_SPACESHIP ||
6033 element == EL_SP_SNIKSNAK)
6034 DrawLevelField(x, y);
6035 else if (element == EL_MOLE)
6036 DrawLevelField(x, y);
6037 else if (element == EL_BD_BUTTERFLY ||
6038 element == EL_BD_FIREFLY)
6039 DrawLevelElementAnimationIfNeeded(x, y, element);
6040 else if (element == EL_SATELLITE)
6041 DrawLevelElementAnimationIfNeeded(x, y, element);
6042 else if (element == EL_SP_ELECTRON)
6043 DrawLevelElementAnimationIfNeeded(x, y, element);
6046 if (DONT_TOUCH(element))
6047 TestIfBadThingTouchesHero(x, y);
6050 PlayLevelSoundAction(x, y, ACTION_WAITING);
6056 InitMovingField(x, y, MovDir[x][y]);
6058 PlayLevelSoundAction(x, y, ACTION_MOVING);
6062 ContinueMoving(x, y);
6065 void ContinueMoving(int x, int y)
6067 int element = Feld[x][y];
6068 int stored = Store[x][y];
6069 struct ElementInfo *ei = &element_info[element];
6070 int direction = MovDir[x][y];
6071 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6072 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6073 int newx = x + dx, newy = y + dy;
6075 int nextx = newx + dx, nexty = newy + dy;
6078 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6079 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6081 boolean pushed_by_player = Pushed[x][y];
6084 MovPos[x][y] += getElementMoveStepsize(x, y);
6087 if (pushed_by_player && IS_PLAYER(x, y))
6089 /* special case: moving object pushed by player */
6090 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6093 if (pushed_by_player) /* special case: moving object pushed by player */
6094 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6097 if (ABS(MovPos[x][y]) < TILEX)
6099 DrawLevelField(x, y);
6101 return; /* element is still moving */
6104 /* element reached destination field */
6106 Feld[x][y] = EL_EMPTY;
6107 Feld[newx][newy] = element;
6108 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6111 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6113 element = Feld[newx][newy] = EL_ACID;
6116 else if (element == EL_MOLE)
6118 Feld[x][y] = EL_SAND;
6120 DrawLevelFieldCrumbledSandNeighbours(x, y);
6122 else if (element == EL_QUICKSAND_FILLING)
6124 element = Feld[newx][newy] = get_next_element(element);
6125 Store[newx][newy] = Store[x][y];
6127 else if (element == EL_QUICKSAND_EMPTYING)
6129 Feld[x][y] = get_next_element(element);
6130 element = Feld[newx][newy] = Store[x][y];
6132 else if (element == EL_MAGIC_WALL_FILLING)
6134 element = Feld[newx][newy] = get_next_element(element);
6135 if (!game.magic_wall_active)
6136 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6137 Store[newx][newy] = Store[x][y];
6139 else if (element == EL_MAGIC_WALL_EMPTYING)
6141 Feld[x][y] = get_next_element(element);
6142 if (!game.magic_wall_active)
6143 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6144 element = Feld[newx][newy] = Store[x][y];
6146 else if (element == EL_BD_MAGIC_WALL_FILLING)
6148 element = Feld[newx][newy] = get_next_element(element);
6149 if (!game.magic_wall_active)
6150 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6151 Store[newx][newy] = Store[x][y];
6153 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6155 Feld[x][y] = get_next_element(element);
6156 if (!game.magic_wall_active)
6157 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6158 element = Feld[newx][newy] = Store[x][y];
6160 else if (element == EL_AMOEBA_DROPPING)
6162 Feld[x][y] = get_next_element(element);
6163 element = Feld[newx][newy] = Store[x][y];
6165 else if (element == EL_SOKOBAN_OBJECT)
6168 Feld[x][y] = Back[x][y];
6170 if (Back[newx][newy])
6171 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6173 Back[x][y] = Back[newx][newy] = 0;
6176 else if (Store[x][y] == EL_ACID)
6178 element = Feld[newx][newy] = EL_ACID;
6182 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6183 ei->move_leave_element != EL_EMPTY &&
6184 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6185 Store[x][y] != EL_EMPTY))
6187 /* some elements can leave other elements behind after moving */
6189 Feld[x][y] = ei->move_leave_element;
6190 InitField(x, y, FALSE);
6192 if (GFX_CRUMBLED(Feld[x][y]))
6193 DrawLevelFieldCrumbledSandNeighbours(x, y);
6197 Store[x][y] = EL_EMPTY;
6198 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
6199 MovDelay[newx][newy] = 0;
6201 if (CAN_CHANGE(element))
6203 /* copy element change control values to new field */
6204 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6205 ChangePage[newx][newy] = ChangePage[x][y];
6206 Changed[newx][newy] = Changed[x][y];
6207 ChangeEvent[newx][newy] = ChangeEvent[x][y];
6210 ChangeDelay[x][y] = 0;
6211 ChangePage[x][y] = -1;
6212 Changed[x][y] = CE_BITMASK_DEFAULT;
6213 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6215 /* copy animation control values to new field */
6216 GfxFrame[newx][newy] = GfxFrame[x][y];
6217 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
6218 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
6219 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
6221 Pushed[x][y] = Pushed[newx][newy] = FALSE;
6223 ResetGfxAnimation(x, y); /* reset animation values for old field */
6226 /* some elements can leave other elements behind after moving */
6228 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6229 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6230 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6232 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6233 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6237 int move_leave_element = ei->move_leave_element;
6239 Feld[x][y] = move_leave_element;
6240 InitField(x, y, FALSE);
6242 if (GFX_CRUMBLED(Feld[x][y]))
6243 DrawLevelFieldCrumbledSandNeighbours(x, y);
6245 if (ELEM_IS_PLAYER(move_leave_element))
6246 RelocatePlayer(x, y, move_leave_element);
6251 /* some elements can leave other elements behind after moving */
6252 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6253 ei->move_leave_element != EL_EMPTY &&
6254 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6255 ei->can_leave_element_last))
6257 Feld[x][y] = ei->move_leave_element;
6258 InitField(x, y, FALSE);
6260 if (GFX_CRUMBLED(Feld[x][y]))
6261 DrawLevelFieldCrumbledSandNeighbours(x, y);
6264 ei->can_leave_element_last = ei->can_leave_element;
6265 ei->can_leave_element = FALSE;
6269 /* 2.1.1 (does not work correctly for spring) */
6270 if (!CAN_MOVE(element))
6271 MovDir[newx][newy] = 0;
6275 /* (does not work for falling objects that slide horizontally) */
6276 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
6277 MovDir[newx][newy] = 0;
6280 if (!CAN_MOVE(element) ||
6281 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
6282 MovDir[newx][newy] = 0;
6286 if (!CAN_MOVE(element) ||
6287 (CAN_FALL(element) && direction == MV_DOWN))
6288 GfxDir[x][y] = MovDir[newx][newy] = 0;
6290 if (!CAN_MOVE(element) ||
6291 (CAN_FALL(element) && direction == MV_DOWN &&
6292 (element == EL_SPRING ||
6293 element_info[element].move_pattern == MV_WHEN_PUSHED ||
6294 element_info[element].move_pattern == MV_WHEN_DROPPED)))
6295 GfxDir[x][y] = MovDir[newx][newy] = 0;
6301 DrawLevelField(x, y);
6302 DrawLevelField(newx, newy);
6304 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
6306 /* prevent pushed element from moving on in pushed direction */
6307 if (pushed_by_player && CAN_MOVE(element) &&
6308 element_info[element].move_pattern & MV_ANY_DIRECTION &&
6309 !(element_info[element].move_pattern & direction))
6310 TurnRound(newx, newy);
6313 /* prevent elements on conveyor belt from moving on in last direction */
6314 if (pushed_by_conveyor && CAN_FALL(element) &&
6315 direction & MV_HORIZONTAL)
6318 if (CAN_MOVE(element))
6319 InitMovDir(newx, newy);
6321 MovDir[newx][newy] = 0;
6323 MovDir[newx][newy] = 0;
6328 if (!pushed_by_player)
6330 int nextx = newx + dx, nexty = newy + dy;
6331 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
6333 WasJustMoving[newx][newy] = 3;
6335 if (CAN_FALL(element) && direction == MV_DOWN)
6336 WasJustFalling[newx][newy] = 3;
6338 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
6339 CheckCollision[newx][newy] = 2;
6342 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
6344 TestIfBadThingTouchesHero(newx, newy);
6345 TestIfBadThingTouchesFriend(newx, newy);
6347 if (!IS_CUSTOM_ELEMENT(element))
6348 TestIfBadThingTouchesOtherBadThing(newx, newy);
6350 else if (element == EL_PENGUIN)
6351 TestIfFriendTouchesBadThing(newx, newy);
6353 if (CAN_FALL(element) && direction == MV_DOWN &&
6354 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
6358 if (pushed_by_player)
6361 int dig_side = MV_DIR_OPPOSITE(direction);
6363 static int trigger_sides[4] =
6365 CH_SIDE_RIGHT, /* moving left */
6366 CH_SIDE_LEFT, /* moving right */
6367 CH_SIDE_BOTTOM, /* moving up */
6368 CH_SIDE_TOP, /* moving down */
6370 int dig_side = trigger_sides[MV_DIR_BIT(direction)];
6372 struct PlayerInfo *player = PLAYERINFO(x, y);
6374 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
6375 player->index_bit, dig_side);
6376 CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
6377 player->index_bit, dig_side);
6382 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6386 if (ChangePage[newx][newy] != -1) /* delayed change */
6387 ChangeElement(newx, newy, ChangePage[newx][newy]);
6392 TestIfElementHitsCustomElement(newx, newy, direction);
6396 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6398 int hitting_element = Feld[newx][newy];
6400 /* !!! fix side (direction) orientation here and elsewhere !!! */
6401 CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6405 if (IN_LEV_FIELD(nextx, nexty))
6407 int opposite_direction = MV_DIR_OPPOSITE(direction);
6408 int hitting_side = direction;
6409 int touched_side = opposite_direction;
6410 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6411 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6412 MovDir[nextx][nexty] != direction ||
6413 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6419 CheckElementChangeBySide(nextx, nexty, touched_element,
6420 CE_HIT_BY_SOMETHING, opposite_direction);
6422 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6423 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
6425 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6427 struct ElementChangeInfo *change =
6428 &element_info[hitting_element].change_page[i];
6430 if (change->can_change &&
6431 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
6432 change->trigger_side & touched_side &&
6433 change->trigger_element == touched_element)
6435 CheckElementChangeByPage(newx, newy, hitting_element,
6436 touched_element, CE_OTHER_IS_HITTING,i);
6442 if (IS_CUSTOM_ELEMENT(touched_element) &&
6443 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6445 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6447 struct ElementChangeInfo *change =
6448 &element_info[touched_element].change_page[i];
6450 if (change->can_change &&
6451 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6452 change->trigger_side & hitting_side &&
6453 change->trigger_element == hitting_element)
6455 CheckElementChangeByPage(nextx, nexty, touched_element,
6456 hitting_element, CE_OTHER_GETS_HIT, i);
6467 TestIfPlayerTouchesCustomElement(newx, newy);
6468 TestIfElementTouchesCustomElement(newx, newy);
6471 int AmoebeNachbarNr(int ax, int ay)
6474 int element = Feld[ax][ay];
6476 static int xy[4][2] =
6484 for (i = 0; i < NUM_DIRECTIONS; i++)
6486 int x = ax + xy[i][0];
6487 int y = ay + xy[i][1];
6489 if (!IN_LEV_FIELD(x, y))
6492 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6493 group_nr = AmoebaNr[x][y];
6499 void AmoebenVereinigen(int ax, int ay)
6501 int i, x, y, xx, yy;
6502 int new_group_nr = AmoebaNr[ax][ay];
6503 static int xy[4][2] =
6511 if (new_group_nr == 0)
6514 for (i = 0; i < NUM_DIRECTIONS; i++)
6519 if (!IN_LEV_FIELD(x, y))
6522 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6523 Feld[x][y] == EL_BD_AMOEBA ||
6524 Feld[x][y] == EL_AMOEBA_DEAD) &&
6525 AmoebaNr[x][y] != new_group_nr)
6527 int old_group_nr = AmoebaNr[x][y];
6529 if (old_group_nr == 0)
6532 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6533 AmoebaCnt[old_group_nr] = 0;
6534 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6535 AmoebaCnt2[old_group_nr] = 0;
6537 for (yy = 0; yy < lev_fieldy; yy++)
6539 for (xx = 0; xx < lev_fieldx; xx++)
6541 if (AmoebaNr[xx][yy] == old_group_nr)
6542 AmoebaNr[xx][yy] = new_group_nr;
6549 void AmoebeUmwandeln(int ax, int ay)
6553 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6555 int group_nr = AmoebaNr[ax][ay];
6560 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6561 printf("AmoebeUmwandeln(): This should never happen!\n");
6566 for (y = 0; y < lev_fieldy; y++)
6568 for (x = 0; x < lev_fieldx; x++)
6570 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6573 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6577 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6578 SND_AMOEBA_TURNING_TO_GEM :
6579 SND_AMOEBA_TURNING_TO_ROCK));
6584 static int xy[4][2] =
6592 for (i = 0; i < NUM_DIRECTIONS; i++)
6597 if (!IN_LEV_FIELD(x, y))
6600 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6602 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6603 SND_AMOEBA_TURNING_TO_GEM :
6604 SND_AMOEBA_TURNING_TO_ROCK));
6611 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6614 int group_nr = AmoebaNr[ax][ay];
6615 boolean done = FALSE;
6620 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6621 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6626 for (y = 0; y < lev_fieldy; y++)
6628 for (x = 0; x < lev_fieldx; x++)
6630 if (AmoebaNr[x][y] == group_nr &&
6631 (Feld[x][y] == EL_AMOEBA_DEAD ||
6632 Feld[x][y] == EL_BD_AMOEBA ||
6633 Feld[x][y] == EL_AMOEBA_GROWING))
6636 Feld[x][y] = new_element;
6637 InitField(x, y, FALSE);
6638 DrawLevelField(x, y);
6645 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6646 SND_BD_AMOEBA_TURNING_TO_ROCK :
6647 SND_BD_AMOEBA_TURNING_TO_GEM));
6650 void AmoebeWaechst(int x, int y)
6652 static unsigned long sound_delay = 0;
6653 static unsigned long sound_delay_value = 0;
6655 if (!MovDelay[x][y]) /* start new growing cycle */
6659 if (DelayReached(&sound_delay, sound_delay_value))
6662 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6664 if (Store[x][y] == EL_BD_AMOEBA)
6665 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6667 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6669 sound_delay_value = 30;
6673 if (MovDelay[x][y]) /* wait some time before growing bigger */
6676 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6678 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6679 6 - MovDelay[x][y]);
6681 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6684 if (!MovDelay[x][y])
6686 Feld[x][y] = Store[x][y];
6688 DrawLevelField(x, y);
6693 void AmoebaDisappearing(int x, int y)
6695 static unsigned long sound_delay = 0;
6696 static unsigned long sound_delay_value = 0;
6698 if (!MovDelay[x][y]) /* start new shrinking cycle */
6702 if (DelayReached(&sound_delay, sound_delay_value))
6703 sound_delay_value = 30;
6706 if (MovDelay[x][y]) /* wait some time before shrinking */
6709 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6711 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6712 6 - MovDelay[x][y]);
6714 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6717 if (!MovDelay[x][y])
6719 Feld[x][y] = EL_EMPTY;
6720 DrawLevelField(x, y);
6722 /* don't let mole enter this field in this cycle;
6723 (give priority to objects falling to this field from above) */
6729 void AmoebeAbleger(int ax, int ay)
6732 int element = Feld[ax][ay];
6733 int graphic = el2img(element);
6734 int newax = ax, neway = ay;
6735 static int xy[4][2] =
6743 if (!level.amoeba_speed)
6745 Feld[ax][ay] = EL_AMOEBA_DEAD;
6746 DrawLevelField(ax, ay);
6750 if (IS_ANIMATED(graphic))
6751 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6753 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6754 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6756 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6759 if (MovDelay[ax][ay])
6763 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6766 int x = ax + xy[start][0];
6767 int y = ay + xy[start][1];
6769 if (!IN_LEV_FIELD(x, y))
6773 if (IS_FREE(x, y) ||
6774 CAN_GROW_INTO(Feld[x][y]) ||
6775 Feld[x][y] == EL_QUICKSAND_EMPTY)
6781 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6782 if (IS_FREE(x, y) ||
6783 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6790 if (newax == ax && neway == ay)
6793 else /* normal or "filled" (BD style) amoeba */
6796 boolean waiting_for_player = FALSE;
6798 for (i = 0; i < NUM_DIRECTIONS; i++)
6800 int j = (start + i) % 4;
6801 int x = ax + xy[j][0];
6802 int y = ay + xy[j][1];
6804 if (!IN_LEV_FIELD(x, y))
6808 if (IS_FREE(x, y) ||
6809 CAN_GROW_INTO(Feld[x][y]) ||
6810 Feld[x][y] == EL_QUICKSAND_EMPTY)
6817 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6818 if (IS_FREE(x, y) ||
6819 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6826 else if (IS_PLAYER(x, y))
6827 waiting_for_player = TRUE;
6830 if (newax == ax && neway == ay) /* amoeba cannot grow */
6833 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
6835 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6838 Feld[ax][ay] = EL_AMOEBA_DEAD;
6839 DrawLevelField(ax, ay);
6840 AmoebaCnt[AmoebaNr[ax][ay]]--;
6842 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6844 if (element == EL_AMOEBA_FULL)
6845 AmoebeUmwandeln(ax, ay);
6846 else if (element == EL_BD_AMOEBA)
6847 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6852 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6854 /* amoeba gets larger by growing in some direction */
6856 int new_group_nr = AmoebaNr[ax][ay];
6859 if (new_group_nr == 0)
6861 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6862 printf("AmoebeAbleger(): This should never happen!\n");
6867 AmoebaNr[newax][neway] = new_group_nr;
6868 AmoebaCnt[new_group_nr]++;
6869 AmoebaCnt2[new_group_nr]++;
6871 /* if amoeba touches other amoeba(s) after growing, unify them */
6872 AmoebenVereinigen(newax, neway);
6874 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6876 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6882 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6883 (neway == lev_fieldy - 1 && newax != ax))
6885 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6886 Store[newax][neway] = element;
6888 else if (neway == ay)
6890 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6892 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6894 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6899 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6900 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6901 Store[ax][ay] = EL_AMOEBA_DROP;
6902 ContinueMoving(ax, ay);
6906 DrawLevelField(newax, neway);
6909 void Life(int ax, int ay)
6912 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6914 int element = Feld[ax][ay];
6915 int graphic = el2img(element);
6916 boolean changed = FALSE;
6918 if (IS_ANIMATED(graphic))
6919 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6924 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6925 MovDelay[ax][ay] = life_time;
6927 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6930 if (MovDelay[ax][ay])
6934 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6936 int xx = ax+x1, yy = ay+y1;
6939 if (!IN_LEV_FIELD(xx, yy))
6942 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6944 int x = xx+x2, y = yy+y2;
6946 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6949 if (((Feld[x][y] == element ||
6950 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6952 (IS_FREE(x, y) && Stop[x][y]))
6956 if (xx == ax && yy == ay) /* field in the middle */
6958 if (nachbarn < life[0] || nachbarn > life[1])
6960 Feld[xx][yy] = EL_EMPTY;
6962 DrawLevelField(xx, yy);
6963 Stop[xx][yy] = TRUE;
6968 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6969 { /* free border field */
6970 if (nachbarn >= life[2] && nachbarn <= life[3])
6972 Feld[xx][yy] = element;
6973 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6975 DrawLevelField(xx, yy);
6976 Stop[xx][yy] = TRUE;
6981 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6982 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6983 { /* free border field */
6984 if (nachbarn >= life[2] && nachbarn <= life[3])
6986 Feld[xx][yy] = element;
6987 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6989 DrawLevelField(xx, yy);
6990 Stop[xx][yy] = TRUE;
6998 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6999 SND_GAME_OF_LIFE_GROWING);
7002 static void InitRobotWheel(int x, int y)
7004 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7007 static void RunRobotWheel(int x, int y)
7009 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7012 static void StopRobotWheel(int x, int y)
7014 if (ZX == x && ZY == y)
7018 static void InitTimegateWheel(int x, int y)
7021 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7023 /* another brainless, "type style" bug ... :-( */
7024 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7028 static void RunTimegateWheel(int x, int y)
7030 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
7033 void CheckExit(int x, int y)
7035 if (local_player->gems_still_needed > 0 ||
7036 local_player->sokobanfields_still_needed > 0 ||
7037 local_player->lights_still_needed > 0)
7039 int element = Feld[x][y];
7040 int graphic = el2img(element);
7042 if (IS_ANIMATED(graphic))
7043 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7048 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7051 Feld[x][y] = EL_EXIT_OPENING;
7053 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7056 void CheckExitSP(int x, int y)
7058 if (local_player->gems_still_needed > 0)
7060 int element = Feld[x][y];
7061 int graphic = el2img(element);
7063 if (IS_ANIMATED(graphic))
7064 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7069 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7072 Feld[x][y] = EL_SP_EXIT_OPENING;
7074 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7077 static void CloseAllOpenTimegates()
7081 for (y = 0; y < lev_fieldy; y++)
7083 for (x = 0; x < lev_fieldx; x++)
7085 int element = Feld[x][y];
7087 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7089 Feld[x][y] = EL_TIMEGATE_CLOSING;
7091 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7093 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
7100 void EdelsteinFunkeln(int x, int y)
7102 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7105 if (Feld[x][y] == EL_BD_DIAMOND)
7108 if (MovDelay[x][y] == 0) /* next animation frame */
7109 MovDelay[x][y] = 11 * !SimpleRND(500);
7111 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7115 if (setup.direct_draw && MovDelay[x][y])
7116 SetDrawtoField(DRAW_BUFFERED);
7118 DrawLevelElementAnimation(x, y, Feld[x][y]);
7120 if (MovDelay[x][y] != 0)
7122 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7123 10 - MovDelay[x][y]);
7125 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7127 if (setup.direct_draw)
7131 dest_x = FX + SCREENX(x) * TILEX;
7132 dest_y = FY + SCREENY(y) * TILEY;
7134 BlitBitmap(drawto_field, window,
7135 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7136 SetDrawtoField(DRAW_DIRECT);
7142 void MauerWaechst(int x, int y)
7146 if (!MovDelay[x][y]) /* next animation frame */
7147 MovDelay[x][y] = 3 * delay;
7149 if (MovDelay[x][y]) /* wait some time before next frame */
7153 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7155 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7156 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7158 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7161 if (!MovDelay[x][y])
7163 if (MovDir[x][y] == MV_LEFT)
7165 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7166 DrawLevelField(x - 1, y);
7168 else if (MovDir[x][y] == MV_RIGHT)
7170 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7171 DrawLevelField(x + 1, y);
7173 else if (MovDir[x][y] == MV_UP)
7175 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7176 DrawLevelField(x, y - 1);
7180 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7181 DrawLevelField(x, y + 1);
7184 Feld[x][y] = Store[x][y];
7186 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
7187 DrawLevelField(x, y);
7192 void MauerAbleger(int ax, int ay)
7194 int element = Feld[ax][ay];
7195 int graphic = el2img(element);
7196 boolean oben_frei = FALSE, unten_frei = FALSE;
7197 boolean links_frei = FALSE, rechts_frei = FALSE;
7198 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7199 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7200 boolean new_wall = FALSE;
7202 if (IS_ANIMATED(graphic))
7203 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7205 if (!MovDelay[ax][ay]) /* start building new wall */
7206 MovDelay[ax][ay] = 6;
7208 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7211 if (MovDelay[ax][ay])
7215 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7217 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7219 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7221 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7224 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7225 element == EL_EXPANDABLE_WALL_ANY)
7229 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7230 Store[ax][ay-1] = element;
7231 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7232 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7233 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7234 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7239 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7240 Store[ax][ay+1] = element;
7241 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7242 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7243 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7244 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
7249 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7250 element == EL_EXPANDABLE_WALL_ANY ||
7251 element == EL_EXPANDABLE_WALL)
7255 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
7256 Store[ax-1][ay] = element;
7257 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
7258 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
7259 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
7260 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
7266 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
7267 Store[ax+1][ay] = element;
7268 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
7269 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
7270 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
7271 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
7276 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
7277 DrawLevelField(ax, ay);
7279 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
7281 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
7282 unten_massiv = TRUE;
7283 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
7284 links_massiv = TRUE;
7285 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
7286 rechts_massiv = TRUE;
7288 if (((oben_massiv && unten_massiv) ||
7289 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7290 element == EL_EXPANDABLE_WALL) &&
7291 ((links_massiv && rechts_massiv) ||
7292 element == EL_EXPANDABLE_WALL_VERTICAL))
7293 Feld[ax][ay] = EL_WALL;
7297 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
7299 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
7303 void CheckForDragon(int x, int y)
7306 boolean dragon_found = FALSE;
7307 static int xy[4][2] =
7315 for (i = 0; i < NUM_DIRECTIONS; i++)
7317 for (j = 0; j < 4; j++)
7319 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7321 if (IN_LEV_FIELD(xx, yy) &&
7322 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
7324 if (Feld[xx][yy] == EL_DRAGON)
7325 dragon_found = TRUE;
7334 for (i = 0; i < NUM_DIRECTIONS; i++)
7336 for (j = 0; j < 3; j++)
7338 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7340 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
7342 Feld[xx][yy] = EL_EMPTY;
7343 DrawLevelField(xx, yy);
7352 static void InitBuggyBase(int x, int y)
7354 int element = Feld[x][y];
7355 int activating_delay = FRAMES_PER_SECOND / 4;
7358 (element == EL_SP_BUGGY_BASE ?
7359 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
7360 element == EL_SP_BUGGY_BASE_ACTIVATING ?
7362 element == EL_SP_BUGGY_BASE_ACTIVE ?
7363 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
7366 static void WarnBuggyBase(int x, int y)
7369 static int xy[4][2] =
7377 for (i = 0; i < NUM_DIRECTIONS; i++)
7379 int xx = x + xy[i][0], yy = y + xy[i][1];
7381 if (IS_PLAYER(xx, yy))
7383 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
7390 static void InitTrap(int x, int y)
7392 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
7395 static void ActivateTrap(int x, int y)
7397 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
7400 static void ChangeActiveTrap(int x, int y)
7402 int graphic = IMG_TRAP_ACTIVE;
7404 /* if new animation frame was drawn, correct crumbled sand border */
7405 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
7406 DrawLevelFieldCrumbledSand(x, y);
7409 static void ChangeElementNowExt(int x, int y, int target_element)
7411 int previous_move_direction = MovDir[x][y];
7413 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7414 IS_WALKABLE(Feld[x][y]));
7416 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7417 IS_WALKABLE(Feld[x][y]) &&
7421 /* check if element under player changes from accessible to unaccessible
7422 (needed for special case of dropping element which then changes) */
7423 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
7424 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
7435 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
7436 RemoveMovingField(x, y);
7440 Feld[x][y] = target_element;
7443 Feld[x][y] = target_element;
7446 ResetGfxAnimation(x, y);
7447 ResetRandomAnimationValue(x, y);
7449 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7450 MovDir[x][y] = previous_move_direction;
7453 InitField_WithBug1(x, y, FALSE);
7455 InitField(x, y, FALSE);
7456 if (CAN_MOVE(Feld[x][y]))
7460 DrawLevelField(x, y);
7462 if (GFX_CRUMBLED(Feld[x][y]))
7463 DrawLevelFieldCrumbledSandNeighbours(x, y);
7466 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7469 TestIfBadThingTouchesHero(x, y);
7470 TestIfPlayerTouchesCustomElement(x, y);
7471 TestIfElementTouchesCustomElement(x, y);
7474 if (ELEM_IS_PLAYER(target_element))
7475 RelocatePlayer(x, y, target_element);
7478 TestIfBadThingTouchesHero(x, y);
7479 TestIfPlayerTouchesCustomElement(x, y);
7480 TestIfElementTouchesCustomElement(x, y);
7484 static boolean ChangeElementNow(int x, int y, int element, int page)
7486 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7488 int old_element = Feld[x][y];
7490 /* always use default change event to prevent running into a loop */
7491 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
7492 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
7494 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
7496 /* reset actual trigger element and player */
7497 change->actual_trigger_element = EL_EMPTY;
7498 change->actual_trigger_player = EL_PLAYER_1;
7501 /* do not change already changed elements with same change event */
7503 if (Changed[x][y] & ChangeEvent[x][y])
7510 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7513 /* !!! indirect change before direct change !!! */
7514 CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
7517 if (change->explode)
7524 if (change->use_target_content)
7526 boolean complete_replace = TRUE;
7527 boolean can_replace[3][3];
7530 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7533 boolean is_walkable;
7534 boolean is_diggable;
7535 boolean is_collectible;
7536 boolean is_removable;
7537 boolean is_destructible;
7538 int ex = x + xx - 1;
7539 int ey = y + yy - 1;
7540 int content_element = change->target_content[xx][yy];
7543 can_replace[xx][yy] = TRUE;
7545 if (ex == x && ey == y) /* do not check changing element itself */
7548 if (content_element == EL_EMPTY_SPACE)
7550 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7555 if (!IN_LEV_FIELD(ex, ey))
7557 can_replace[xx][yy] = FALSE;
7558 complete_replace = FALSE;
7565 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7566 e = MovingOrBlocked2Element(ex, ey);
7571 is_empty = (IS_FREE(ex, ey) ||
7572 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
7573 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
7574 !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
7578 is_empty = (IS_FREE(ex, ey) ||
7579 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7581 is_empty = (IS_FREE(ex, ey) ||
7582 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7586 is_walkable = (is_empty || IS_WALKABLE(e));
7587 is_diggable = (is_empty || IS_DIGGABLE(e));
7588 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7589 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7590 is_removable = (is_diggable || is_collectible);
7592 can_replace[xx][yy] =
7593 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7594 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7595 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7596 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7597 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7598 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
7600 if (!can_replace[xx][yy])
7601 complete_replace = FALSE;
7603 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7604 IS_WALKABLE(content_element)));
7606 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7608 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7611 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7612 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7613 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7615 can_replace[xx][yy] = FALSE;
7616 complete_replace = FALSE;
7621 if (!change->only_if_complete || complete_replace)
7623 boolean something_has_changed = FALSE;
7625 if (change->only_if_complete && change->use_random_replace &&
7626 RND(100) < change->random_percentage)
7629 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7631 int ex = x + xx - 1;
7632 int ey = y + yy - 1;
7633 int content_element;
7635 if (can_replace[xx][yy] && (!change->use_random_replace ||
7636 RND(100) < change->random_percentage))
7638 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7639 RemoveMovingField(ex, ey);
7641 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7643 content_element = change->target_content[xx][yy];
7644 target_element = GET_TARGET_ELEMENT(content_element, change);
7646 ChangeElementNowExt(ex, ey, target_element);
7648 something_has_changed = TRUE;
7650 /* for symmetry reasons, freeze newly created border elements */
7651 if (ex != x || ey != y)
7652 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7656 if (something_has_changed)
7657 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7662 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7664 ChangeElementNowExt(x, y, target_element);
7666 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7670 /* this uses direct change before indirect change */
7671 CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
7677 static void ChangeElement(int x, int y, int page)
7679 int element = MovingOrBlocked2Element(x, y);
7680 struct ElementInfo *ei = &element_info[element];
7681 struct ElementChangeInfo *change = &ei->change_page[page];
7684 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7687 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7688 x, y, element, element_info[element].token_name);
7689 printf("ChangeElement(): This should never happen!\n");
7694 /* this can happen with classic bombs on walkable, changing elements */
7695 if (!CAN_CHANGE(element))
7698 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7699 ChangeDelay[x][y] = 0;
7705 if (ChangeDelay[x][y] == 0) /* initialize element change */
7707 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7708 RND(change->delay_random * change->delay_frames)) + 1;
7710 ResetGfxAnimation(x, y);
7711 ResetRandomAnimationValue(x, y);
7713 if (change->pre_change_function)
7714 change->pre_change_function(x, y);
7717 ChangeDelay[x][y]--;
7719 if (ChangeDelay[x][y] != 0) /* continue element change */
7721 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7723 if (IS_ANIMATED(graphic))
7724 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7726 if (change->change_function)
7727 change->change_function(x, y);
7729 else /* finish element change */
7731 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7733 page = ChangePage[x][y];
7734 ChangePage[x][y] = -1;
7736 change = &ei->change_page[page];
7740 if (IS_MOVING(x, y) && !change->explode)
7742 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7745 ChangeDelay[x][y] = 1; /* try change after next move step */
7746 ChangePage[x][y] = page; /* remember page to use for change */
7751 if (ChangeElementNow(x, y, element, page))
7753 if (change->post_change_function)
7754 change->post_change_function(x, y);
7759 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7760 int trigger_element,
7767 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7769 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7772 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7774 int element = EL_CUSTOM_START + i;
7776 boolean change_element = FALSE;
7779 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7782 for (j = 0; j < element_info[element].num_change_pages; j++)
7784 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7786 if (change->can_change &&
7787 change->events & CH_EVENT_BIT(trigger_event) &&
7788 change->trigger_side & trigger_side &&
7789 change->trigger_player & trigger_player &&
7790 change->trigger_page & trigger_page_bits &&
7791 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7794 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7795 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7796 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7799 change_element = TRUE;
7802 change->actual_trigger_element = trigger_element;
7803 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7809 if (!change_element)
7812 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7815 if (x == lx && y == ly) /* do not change trigger element itself */
7819 if (Feld[x][y] == element)
7821 ChangeDelay[x][y] = 1;
7822 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7823 ChangeElement(x, y, page);
7831 static boolean CheckElementChangeExt(int x, int y,
7833 int trigger_element,
7839 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7842 if (Feld[x][y] == EL_BLOCKED)
7844 Blocked2Moving(x, y, &x, &y);
7845 element = Feld[x][y];
7849 if (Feld[x][y] != element) /* check if element has already changed */
7852 printf("::: %d ('%s') != %d ('%s') [%d]\n",
7853 Feld[x][y], element_info[Feld[x][y]].token_name,
7854 element, element_info[element].token_name,
7863 if (trigger_page < 0)
7865 boolean change_element = FALSE;
7868 for (i = 0; i < element_info[element].num_change_pages; i++)
7870 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7872 if (change->can_change &&
7873 change->events & CH_EVENT_BIT(trigger_event) &&
7874 change->trigger_side & trigger_side &&
7875 change->trigger_player & trigger_player)
7877 change_element = TRUE;
7880 change->actual_trigger_element = trigger_element;
7881 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7887 if (!change_element)
7892 struct ElementInfo *ei = &element_info[element];
7893 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7895 change->actual_trigger_element = trigger_element;
7896 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7901 /* !!! this check misses pages with same event, but different side !!! */
7903 if (trigger_page < 0)
7904 trigger_page = element_info[element].event_page_nr[trigger_event];
7906 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7910 ChangeDelay[x][y] = 1;
7911 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7912 ChangeElement(x, y, trigger_page);
7917 static void PlayPlayerSound(struct PlayerInfo *player)
7919 int jx = player->jx, jy = player->jy;
7920 int element = player->element_nr;
7921 int last_action = player->last_action_waiting;
7922 int action = player->action_waiting;
7924 if (player->is_waiting)
7926 if (action != last_action)
7927 PlayLevelSoundElementAction(jx, jy, element, action);
7929 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7933 if (action != last_action)
7934 StopSound(element_info[element].sound[last_action]);
7936 if (last_action == ACTION_SLEEPING)
7937 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7941 static void PlayAllPlayersSound()
7945 for (i = 0; i < MAX_PLAYERS; i++)
7946 if (stored_player[i].active)
7947 PlayPlayerSound(&stored_player[i]);
7950 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7952 boolean last_waiting = player->is_waiting;
7953 int move_dir = player->MovDir;
7955 player->last_action_waiting = player->action_waiting;
7959 if (!last_waiting) /* not waiting -> waiting */
7961 player->is_waiting = TRUE;
7963 player->frame_counter_bored =
7965 game.player_boring_delay_fixed +
7966 SimpleRND(game.player_boring_delay_random);
7967 player->frame_counter_sleeping =
7969 game.player_sleeping_delay_fixed +
7970 SimpleRND(game.player_sleeping_delay_random);
7972 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7975 if (game.player_sleeping_delay_fixed +
7976 game.player_sleeping_delay_random > 0 &&
7977 player->anim_delay_counter == 0 &&
7978 player->post_delay_counter == 0 &&
7979 FrameCounter >= player->frame_counter_sleeping)
7980 player->is_sleeping = TRUE;
7981 else if (game.player_boring_delay_fixed +
7982 game.player_boring_delay_random > 0 &&
7983 FrameCounter >= player->frame_counter_bored)
7984 player->is_bored = TRUE;
7986 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7987 player->is_bored ? ACTION_BORING :
7990 if (player->is_sleeping)
7992 if (player->num_special_action_sleeping > 0)
7994 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7996 int last_special_action = player->special_action_sleeping;
7997 int num_special_action = player->num_special_action_sleeping;
7998 int special_action =
7999 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
8000 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
8001 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
8002 last_special_action + 1 : ACTION_SLEEPING);
8003 int special_graphic =
8004 el_act_dir2img(player->element_nr, special_action, move_dir);
8006 player->anim_delay_counter =
8007 graphic_info[special_graphic].anim_delay_fixed +
8008 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8009 player->post_delay_counter =
8010 graphic_info[special_graphic].post_delay_fixed +
8011 SimpleRND(graphic_info[special_graphic].post_delay_random);
8013 player->special_action_sleeping = special_action;
8016 if (player->anim_delay_counter > 0)
8018 player->action_waiting = player->special_action_sleeping;
8019 player->anim_delay_counter--;
8021 else if (player->post_delay_counter > 0)
8023 player->post_delay_counter--;
8027 else if (player->is_bored)
8029 if (player->num_special_action_bored > 0)
8031 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8033 int special_action =
8034 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
8035 int special_graphic =
8036 el_act_dir2img(player->element_nr, special_action, move_dir);
8038 player->anim_delay_counter =
8039 graphic_info[special_graphic].anim_delay_fixed +
8040 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8041 player->post_delay_counter =
8042 graphic_info[special_graphic].post_delay_fixed +
8043 SimpleRND(graphic_info[special_graphic].post_delay_random);
8045 player->special_action_bored = special_action;
8048 if (player->anim_delay_counter > 0)
8050 player->action_waiting = player->special_action_bored;
8051 player->anim_delay_counter--;
8053 else if (player->post_delay_counter > 0)
8055 player->post_delay_counter--;
8060 else if (last_waiting) /* waiting -> not waiting */
8062 player->is_waiting = FALSE;
8063 player->is_bored = FALSE;
8064 player->is_sleeping = FALSE;
8066 player->frame_counter_bored = -1;
8067 player->frame_counter_sleeping = -1;
8069 player->anim_delay_counter = 0;
8070 player->post_delay_counter = 0;
8072 player->action_waiting = ACTION_DEFAULT;
8074 player->special_action_bored = ACTION_DEFAULT;
8075 player->special_action_sleeping = ACTION_DEFAULT;
8080 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
8083 static byte stored_player_action[MAX_PLAYERS];
8084 static int num_stored_actions = 0;
8086 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8087 int left = player_action & JOY_LEFT;
8088 int right = player_action & JOY_RIGHT;
8089 int up = player_action & JOY_UP;
8090 int down = player_action & JOY_DOWN;
8091 int button1 = player_action & JOY_BUTTON_1;
8092 int button2 = player_action & JOY_BUTTON_2;
8093 int dx = (left ? -1 : right ? 1 : 0);
8094 int dy = (up ? -1 : down ? 1 : 0);
8097 stored_player_action[player->index_nr] = 0;
8098 num_stored_actions++;
8102 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8105 if (!player->active || tape.pausing)
8109 printf("::: [%d %d %d %d] [%d %d]\n",
8110 left, right, up, down, button1, button2);
8116 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8121 if (player->MovPos == 0)
8122 CheckGravityMovement(player);
8125 snapped = SnapField(player, dx, dy);
8129 dropped = DropElement(player);
8131 moved = MovePlayer(player, dx, dy);
8134 if (tape.single_step && tape.recording && !tape.pausing)
8136 if (button1 || (dropped && !moved))
8138 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8139 SnapField(player, 0, 0); /* stop snapping */
8143 SetPlayerWaiting(player, FALSE);
8146 return player_action;
8148 stored_player_action[player->index_nr] = player_action;
8154 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8157 /* no actions for this player (no input at player's configured device) */
8159 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8160 SnapField(player, 0, 0);
8161 CheckGravityMovementWhenNotMoving(player);
8163 if (player->MovPos == 0)
8164 SetPlayerWaiting(player, TRUE);
8166 if (player->MovPos == 0) /* needed for tape.playing */
8167 player->is_moving = FALSE;
8169 player->is_dropping = FALSE;
8175 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8177 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8179 TapeRecordAction(stored_player_action);
8180 num_stored_actions = 0;
8187 static void PlayerActions(struct PlayerInfo *player, byte player_action)
8189 static byte stored_player_action[MAX_PLAYERS];
8190 static int num_stored_actions = 0;
8191 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8192 int left = player_action & JOY_LEFT;
8193 int right = player_action & JOY_RIGHT;
8194 int up = player_action & JOY_UP;
8195 int down = player_action & JOY_DOWN;
8196 int button1 = player_action & JOY_BUTTON_1;
8197 int button2 = player_action & JOY_BUTTON_2;
8198 int dx = (left ? -1 : right ? 1 : 0);
8199 int dy = (up ? -1 : down ? 1 : 0);
8201 stored_player_action[player->index_nr] = 0;
8202 num_stored_actions++;
8204 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8206 if (!player->active || tape.pausing)
8211 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8214 snapped = SnapField(player, dx, dy);
8218 dropped = DropElement(player);
8220 moved = MovePlayer(player, dx, dy);
8223 if (tape.single_step && tape.recording && !tape.pausing)
8225 if (button1 || (dropped && !moved))
8227 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8228 SnapField(player, 0, 0); /* stop snapping */
8232 stored_player_action[player->index_nr] = player_action;
8236 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8238 /* no actions for this player (no input at player's configured device) */
8240 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8241 SnapField(player, 0, 0);
8242 CheckGravityMovementWhenNotMoving(player);
8244 if (player->MovPos == 0)
8245 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
8247 if (player->MovPos == 0) /* needed for tape.playing */
8248 player->is_moving = FALSE;
8251 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8253 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8255 TapeRecordAction(stored_player_action);
8256 num_stored_actions = 0;
8263 static unsigned long action_delay = 0;
8264 unsigned long action_delay_value;
8265 int magic_wall_x = 0, magic_wall_y = 0;
8266 int i, x, y, element, graphic;
8267 byte *recorded_player_action;
8268 byte summarized_player_action = 0;
8270 byte tape_action[MAX_PLAYERS];
8273 if (game_status != GAME_MODE_PLAYING)
8276 action_delay_value =
8277 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
8279 if (tape.playing && tape.warp_forward && !tape.pausing)
8280 action_delay_value = 0;
8282 /* ---------- main game synchronization point ---------- */
8284 WaitUntilDelayReached(&action_delay, action_delay_value);
8286 if (network_playing && !network_player_action_received)
8290 printf("DEBUG: try to get network player actions in time\n");
8294 #if defined(NETWORK_AVALIABLE)
8295 /* last chance to get network player actions without main loop delay */
8299 if (game_status != GAME_MODE_PLAYING)
8302 if (!network_player_action_received)
8306 printf("DEBUG: failed to get network player actions in time\n");
8317 printf("::: getting new tape action [%d]\n", FrameCounter);
8320 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
8323 if (recorded_player_action == NULL && tape.pausing)
8328 printf("::: %d\n", stored_player[0].action);
8332 if (recorded_player_action != NULL)
8333 for (i = 0; i < MAX_PLAYERS; i++)
8334 stored_player[i].action = recorded_player_action[i];
8337 for (i = 0; i < MAX_PLAYERS; i++)
8339 summarized_player_action |= stored_player[i].action;
8341 if (!network_playing)
8342 stored_player[i].effective_action = stored_player[i].action;
8345 #if defined(NETWORK_AVALIABLE)
8346 if (network_playing)
8347 SendToServer_MovePlayer(summarized_player_action);
8350 if (!options.network && !setup.team_mode)
8351 local_player->effective_action = summarized_player_action;
8354 if (recorded_player_action != NULL)
8355 for (i = 0; i < MAX_PLAYERS; i++)
8356 stored_player[i].effective_action = recorded_player_action[i];
8360 for (i = 0; i < MAX_PLAYERS; i++)
8362 tape_action[i] = stored_player[i].effective_action;
8364 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8365 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8368 /* only save actions from input devices, but not programmed actions */
8370 TapeRecordAction(tape_action);
8373 for (i = 0; i < MAX_PLAYERS; i++)
8375 int actual_player_action = stored_player[i].effective_action;
8378 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
8379 - rnd_equinox_tetrachloride 048
8380 - rnd_equinox_tetrachloride_ii 096
8381 - rnd_emanuel_schmieg 002
8382 - doctor_sloan_ww 001, 020
8384 if (stored_player[i].MovPos == 0)
8385 CheckGravityMovement(&stored_player[i]);
8389 /* overwrite programmed action with tape action */
8390 if (stored_player[i].programmed_action)
8391 actual_player_action = stored_player[i].programmed_action;
8395 if (stored_player[i].programmed_action)
8396 printf("::: %d\n", stored_player[i].programmed_action);
8399 if (recorded_player_action)
8402 if (stored_player[i].programmed_action &&
8403 stored_player[i].programmed_action != recorded_player_action[i])
8404 printf("::: %d: %d <-> %d\n", i,
8405 stored_player[i].programmed_action, recorded_player_action[i]);
8409 actual_player_action = recorded_player_action[i];
8414 /* overwrite tape action with programmed action */
8415 if (stored_player[i].programmed_action)
8416 actual_player_action = stored_player[i].programmed_action;
8421 printf("::: action: %d: %x [%d]\n",
8422 stored_player[i].MovPos, actual_player_action, FrameCounter);
8426 PlayerActions(&stored_player[i], actual_player_action);
8428 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
8430 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8431 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8434 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
8439 TapeRecordAction(tape_action);
8442 network_player_action_received = FALSE;
8444 ScrollScreen(NULL, SCROLL_GO_ON);
8450 for (i = 0; i < MAX_PLAYERS; i++)
8451 stored_player[i].Frame++;
8455 /* for downwards compatibility, the following code emulates a fixed bug that
8456 occured when pushing elements (causing elements that just made their last
8457 pushing step to already (if possible) make their first falling step in the
8458 same game frame, which is bad); this code is also needed to use the famous
8459 "spring push bug" which is used in older levels and might be wanted to be
8460 used also in newer levels, but in this case the buggy pushing code is only
8461 affecting the "spring" element and no other elements */
8464 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
8466 if (game.engine_version < VERSION_IDENT(2,2,0,7))
8469 for (i = 0; i < MAX_PLAYERS; i++)
8471 struct PlayerInfo *player = &stored_player[i];
8476 if (player->active && player->is_pushing && player->is_moving &&
8478 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
8479 Feld[x][y] == EL_SPRING))
8481 if (player->active && player->is_pushing && player->is_moving &&
8485 ContinueMoving(x, y);
8487 /* continue moving after pushing (this is actually a bug) */
8488 if (!IS_MOVING(x, y))
8497 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8499 Changed[x][y] = CE_BITMASK_DEFAULT;
8500 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
8503 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
8505 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
8506 printf("GameActions(): This should never happen!\n");
8508 ChangePage[x][y] = -1;
8513 if (WasJustMoving[x][y] > 0)
8514 WasJustMoving[x][y]--;
8515 if (WasJustFalling[x][y] > 0)
8516 WasJustFalling[x][y]--;
8517 if (CheckCollision[x][y] > 0)
8518 CheckCollision[x][y]--;
8523 /* reset finished pushing action (not done in ContinueMoving() to allow
8524 continous pushing animation for elements with zero push delay) */
8525 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
8527 ResetGfxAnimation(x, y);
8528 DrawLevelField(x, y);
8533 if (IS_BLOCKED(x, y))
8537 Blocked2Moving(x, y, &oldx, &oldy);
8538 if (!IS_MOVING(oldx, oldy))
8540 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8541 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8542 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8543 printf("GameActions(): This should never happen!\n");
8549 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8551 element = Feld[x][y];
8553 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8555 graphic = el2img(element);
8561 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8563 element = graphic = 0;
8567 if (graphic_info[graphic].anim_global_sync)
8568 GfxFrame[x][y] = FrameCounter;
8570 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8571 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8572 ResetRandomAnimationValue(x, y);
8574 SetRandomAnimationValue(x, y);
8577 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8580 if (IS_INACTIVE(element))
8582 if (IS_ANIMATED(graphic))
8583 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8589 /* this may take place after moving, so 'element' may have changed */
8591 if (IS_CHANGING(x, y))
8593 if (IS_CHANGING(x, y) &&
8594 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8598 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8599 element_info[element].event_page_nr[CE_DELAY]);
8601 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8604 element = Feld[x][y];
8605 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8609 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8614 element = Feld[x][y];
8615 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8617 if (element == EL_MOLE)
8618 printf("::: %d, %d, %d [%d]\n",
8619 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8623 if (element == EL_YAMYAM)
8624 printf("::: %d, %d, %d\n",
8625 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8629 if (IS_ANIMATED(graphic) &&
8633 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8636 if (element == EL_BUG)
8637 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8641 if (element == EL_MOLE)
8642 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8646 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8647 EdelsteinFunkeln(x, y);
8649 else if ((element == EL_ACID ||
8650 element == EL_EXIT_OPEN ||
8651 element == EL_SP_EXIT_OPEN ||
8652 element == EL_SP_TERMINAL ||
8653 element == EL_SP_TERMINAL_ACTIVE ||
8654 element == EL_EXTRA_TIME ||
8655 element == EL_SHIELD_NORMAL ||
8656 element == EL_SHIELD_DEADLY) &&
8657 IS_ANIMATED(graphic))
8658 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8659 else if (IS_MOVING(x, y))
8660 ContinueMoving(x, y);
8661 else if (IS_ACTIVE_BOMB(element))
8662 CheckDynamite(x, y);
8664 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8665 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8667 else if (element == EL_AMOEBA_GROWING)
8668 AmoebeWaechst(x, y);
8669 else if (element == EL_AMOEBA_SHRINKING)
8670 AmoebaDisappearing(x, y);
8672 #if !USE_NEW_AMOEBA_CODE
8673 else if (IS_AMOEBALIVE(element))
8674 AmoebeAbleger(x, y);
8677 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8679 else if (element == EL_EXIT_CLOSED)
8681 else if (element == EL_SP_EXIT_CLOSED)
8683 else if (element == EL_EXPANDABLE_WALL_GROWING)
8685 else if (element == EL_EXPANDABLE_WALL ||
8686 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8687 element == EL_EXPANDABLE_WALL_VERTICAL ||
8688 element == EL_EXPANDABLE_WALL_ANY)
8690 else if (element == EL_FLAMES)
8691 CheckForDragon(x, y);
8693 else if (IS_AUTO_CHANGING(element))
8694 ChangeElement(x, y);
8696 else if (element == EL_EXPLOSION)
8697 ; /* drawing of correct explosion animation is handled separately */
8698 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8699 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8702 /* this may take place after moving, so 'element' may have changed */
8703 if (IS_AUTO_CHANGING(Feld[x][y]))
8704 ChangeElement(x, y);
8707 if (IS_BELT_ACTIVE(element))
8708 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8710 if (game.magic_wall_active)
8712 int jx = local_player->jx, jy = local_player->jy;
8714 /* play the element sound at the position nearest to the player */
8715 if ((element == EL_MAGIC_WALL_FULL ||
8716 element == EL_MAGIC_WALL_ACTIVE ||
8717 element == EL_MAGIC_WALL_EMPTYING ||
8718 element == EL_BD_MAGIC_WALL_FULL ||
8719 element == EL_BD_MAGIC_WALL_ACTIVE ||
8720 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8721 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8729 #if USE_NEW_AMOEBA_CODE
8730 /* new experimental amoeba growth stuff */
8732 if (!(FrameCounter % 8))
8735 static unsigned long random = 1684108901;
8737 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8740 x = (random >> 10) % lev_fieldx;
8741 y = (random >> 20) % lev_fieldy;
8743 x = RND(lev_fieldx);
8744 y = RND(lev_fieldy);
8746 element = Feld[x][y];
8749 if (!IS_PLAYER(x,y) &&
8750 (element == EL_EMPTY ||
8751 CAN_GROW_INTO(element) ||
8752 element == EL_QUICKSAND_EMPTY ||
8753 element == EL_ACID_SPLASH_LEFT ||
8754 element == EL_ACID_SPLASH_RIGHT))
8756 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8757 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8758 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8759 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8760 Feld[x][y] = EL_AMOEBA_DROP;
8763 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8764 if (!IS_PLAYER(x,y) &&
8765 (element == EL_EMPTY ||
8766 element == EL_SAND ||
8767 element == EL_QUICKSAND_EMPTY ||
8768 element == EL_ACID_SPLASH_LEFT ||
8769 element == EL_ACID_SPLASH_RIGHT))
8771 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8772 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8773 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8774 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8775 Feld[x][y] = EL_AMOEBA_DROP;
8779 random = random * 129 + 1;
8785 if (game.explosions_delayed)
8788 game.explosions_delayed = FALSE;
8790 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8792 element = Feld[x][y];
8794 if (ExplodeField[x][y])
8795 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8796 else if (element == EL_EXPLOSION)
8797 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8799 ExplodeField[x][y] = EX_TYPE_NONE;
8802 game.explosions_delayed = TRUE;
8805 if (game.magic_wall_active)
8807 if (!(game.magic_wall_time_left % 4))
8809 int element = Feld[magic_wall_x][magic_wall_y];
8811 if (element == EL_BD_MAGIC_WALL_FULL ||
8812 element == EL_BD_MAGIC_WALL_ACTIVE ||
8813 element == EL_BD_MAGIC_WALL_EMPTYING)
8814 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8816 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8819 if (game.magic_wall_time_left > 0)
8821 game.magic_wall_time_left--;
8822 if (!game.magic_wall_time_left)
8824 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8826 element = Feld[x][y];
8828 if (element == EL_MAGIC_WALL_ACTIVE ||
8829 element == EL_MAGIC_WALL_FULL)
8831 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8832 DrawLevelField(x, y);
8834 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8835 element == EL_BD_MAGIC_WALL_FULL)
8837 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8838 DrawLevelField(x, y);
8842 game.magic_wall_active = FALSE;
8847 if (game.light_time_left > 0)
8849 game.light_time_left--;
8851 if (game.light_time_left == 0)
8852 RedrawAllLightSwitchesAndInvisibleElements();
8855 if (game.timegate_time_left > 0)
8857 game.timegate_time_left--;
8859 if (game.timegate_time_left == 0)
8860 CloseAllOpenTimegates();
8863 for (i = 0; i < MAX_PLAYERS; i++)
8865 struct PlayerInfo *player = &stored_player[i];
8867 if (SHIELD_ON(player))
8869 if (player->shield_deadly_time_left)
8870 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8871 else if (player->shield_normal_time_left)
8872 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8876 if (TimeFrames >= FRAMES_PER_SECOND)
8881 for (i = 0; i < MAX_PLAYERS; i++)
8883 struct PlayerInfo *player = &stored_player[i];
8885 if (SHIELD_ON(player))
8887 player->shield_normal_time_left--;
8889 if (player->shield_deadly_time_left > 0)
8890 player->shield_deadly_time_left--;
8894 if (!level.use_step_counter)
8902 if (TimeLeft <= 10 && setup.time_limit)
8903 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8905 DrawGameValue_Time(TimeLeft);
8907 if (!TimeLeft && setup.time_limit)
8908 for (i = 0; i < MAX_PLAYERS; i++)
8909 KillHero(&stored_player[i]);
8911 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8912 DrawGameValue_Time(TimePlayed);
8915 if (tape.recording || tape.playing)
8916 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8920 PlayAllPlayersSound();
8922 if (options.debug) /* calculate frames per second */
8924 static unsigned long fps_counter = 0;
8925 static int fps_frames = 0;
8926 unsigned long fps_delay_ms = Counter() - fps_counter;
8930 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8932 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8935 fps_counter = Counter();
8938 redraw_mask |= REDRAW_FPS;
8942 if (stored_player[0].jx != stored_player[0].last_jx ||
8943 stored_player[0].jy != stored_player[0].last_jy)
8944 printf("::: %d, %d, %d, %d, %d\n",
8945 stored_player[0].MovDir,
8946 stored_player[0].MovPos,
8947 stored_player[0].GfxPos,
8948 stored_player[0].Frame,
8949 stored_player[0].StepFrame);
8956 for (i = 0; i < MAX_PLAYERS; i++)
8959 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8961 stored_player[i].Frame += move_frames;
8963 if (stored_player[i].MovPos != 0)
8964 stored_player[i].StepFrame += move_frames;
8966 if (stored_player[i].drop_delay > 0)
8967 stored_player[i].drop_delay--;
8972 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8974 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8976 local_player->show_envelope = 0;
8981 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8983 int min_x = x, min_y = y, max_x = x, max_y = y;
8986 for (i = 0; i < MAX_PLAYERS; i++)
8988 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8990 if (!stored_player[i].active || &stored_player[i] == player)
8993 min_x = MIN(min_x, jx);
8994 min_y = MIN(min_y, jy);
8995 max_x = MAX(max_x, jx);
8996 max_y = MAX(max_y, jy);
8999 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
9002 static boolean AllPlayersInVisibleScreen()
9006 for (i = 0; i < MAX_PLAYERS; i++)
9008 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9010 if (!stored_player[i].active)
9013 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9020 void ScrollLevel(int dx, int dy)
9022 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
9025 BlitBitmap(drawto_field, drawto_field,
9026 FX + TILEX * (dx == -1) - softscroll_offset,
9027 FY + TILEY * (dy == -1) - softscroll_offset,
9028 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
9029 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
9030 FX + TILEX * (dx == 1) - softscroll_offset,
9031 FY + TILEY * (dy == 1) - softscroll_offset);
9035 x = (dx == 1 ? BX1 : BX2);
9036 for (y = BY1; y <= BY2; y++)
9037 DrawScreenField(x, y);
9042 y = (dy == 1 ? BY1 : BY2);
9043 for (x = BX1; x <= BX2; x++)
9044 DrawScreenField(x, y);
9047 redraw_mask |= REDRAW_FIELD;
9051 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
9053 int nextx = x + dx, nexty = y + dy;
9054 int element = Feld[x][y];
9057 element != EL_SP_PORT_LEFT &&
9058 element != EL_SP_GRAVITY_PORT_LEFT &&
9059 element != EL_SP_PORT_HORIZONTAL &&
9060 element != EL_SP_PORT_ANY) ||
9062 element != EL_SP_PORT_RIGHT &&
9063 element != EL_SP_GRAVITY_PORT_RIGHT &&
9064 element != EL_SP_PORT_HORIZONTAL &&
9065 element != EL_SP_PORT_ANY) ||
9067 element != EL_SP_PORT_UP &&
9068 element != EL_SP_GRAVITY_PORT_UP &&
9069 element != EL_SP_PORT_VERTICAL &&
9070 element != EL_SP_PORT_ANY) ||
9072 element != EL_SP_PORT_DOWN &&
9073 element != EL_SP_GRAVITY_PORT_DOWN &&
9074 element != EL_SP_PORT_VERTICAL &&
9075 element != EL_SP_PORT_ANY) ||
9076 !IN_LEV_FIELD(nextx, nexty) ||
9077 !IS_FREE(nextx, nexty))
9084 static boolean canFallDown(struct PlayerInfo *player)
9086 int jx = player->jx, jy = player->jy;
9088 return (IN_LEV_FIELD(jx, jy + 1) &&
9089 (IS_FREE(jx, jy + 1) ||
9090 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
9091 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
9092 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
9095 static boolean canPassField(int x, int y, int move_dir)
9097 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9098 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9099 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9102 int element = Feld[x][y];
9104 return (IS_PASSABLE_FROM(element, opposite_dir) &&
9105 !CAN_MOVE(element) &&
9106 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9107 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9108 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
9111 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
9113 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9114 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9115 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9119 int nextx = newx + dx;
9120 int nexty = newy + dy;
9124 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9125 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9127 (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
9129 (IS_DIGGABLE(Feld[newx][newy]) ||
9130 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9131 canPassField(newx, newy, move_dir)));
9134 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9135 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9136 (IS_DIGGABLE(Feld[newx][newy]) ||
9137 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9138 canPassField(newx, newy, move_dir)));
9141 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9142 (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
9143 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9144 canPassField(newx, newy, move_dir)));
9146 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9147 (IS_DIGGABLE(Feld[newx][newy]) ||
9148 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9149 (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
9150 !CAN_MOVE(Feld[newx][newy]) &&
9151 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9152 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9153 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
9159 static void CheckGravityMovement(struct PlayerInfo *player)
9161 if (game.gravity && !player->programmed_action)
9164 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
9165 int move_dir_vertical = player->effective_action & MV_VERTICAL;
9167 int move_dir_horizontal = player->action & MV_HORIZONTAL;
9168 int move_dir_vertical = player->action & MV_VERTICAL;
9172 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
9174 boolean player_is_snapping = player->action & JOY_BUTTON_1;
9177 int jx = player->jx, jy = player->jy;
9179 boolean player_is_moving_to_valid_field =
9180 (!player_is_snapping &&
9181 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
9182 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
9186 (player->last_move_dir & MV_HORIZONTAL ?
9187 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
9188 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
9192 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9193 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9194 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9195 int new_jx = jx + dx, new_jy = jy + dy;
9196 int nextx = new_jx + dx, nexty = new_jy + dy;
9202 boolean player_can_fall_down = canFallDown(player);
9204 boolean player_can_fall_down =
9205 (IN_LEV_FIELD(jx, jy + 1) &&
9206 (IS_FREE(jx, jy + 1) ||
9207 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
9211 boolean player_can_fall_down =
9212 (IN_LEV_FIELD(jx, jy + 1) &&
9213 (IS_FREE(jx, jy + 1)));
9217 boolean player_is_moving_to_valid_field =
9220 !player_is_snapping &&
9224 IN_LEV_FIELD(new_jx, new_jy) &&
9225 (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
9226 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9227 element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
9228 IN_LEV_FIELD(nextx, nexty) &&
9229 element_info[Feld[nextx][nexty]].access_direction & move_dir))
9231 IN_LEV_FIELD(new_jx, new_jy) &&
9232 (Feld[new_jx][new_jy] == EL_SP_BASE ||
9233 Feld[new_jx][new_jy] == EL_SAND ||
9234 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9235 canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
9236 /* !!! extend EL_SAND to anything diggable !!! */
9242 boolean player_is_standing_on_valid_field =
9243 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9244 (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
9248 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
9249 player_can_fall_down,
9250 player_is_standing_on_valid_field,
9251 player_is_moving_to_valid_field,
9252 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
9253 player->effective_action,
9254 player->can_fall_into_acid);
9257 if (player_can_fall_down &&
9259 !player_is_standing_on_valid_field &&
9261 !player_is_moving_to_valid_field)
9264 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
9265 jx, jy, FrameCounter);
9268 player->programmed_action = MV_DOWN;
9273 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
9276 return CheckGravityMovement(player);
9279 if (game.gravity && !player->programmed_action)
9281 int jx = player->jx, jy = player->jy;
9282 boolean field_under_player_is_free =
9283 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
9284 boolean player_is_standing_on_valid_field =
9285 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9286 (IS_WALKABLE(Feld[jx][jy]) &&
9287 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
9289 if (field_under_player_is_free && !player_is_standing_on_valid_field)
9290 player->programmed_action = MV_DOWN;
9296 -----------------------------------------------------------------------------
9297 dx, dy: direction (non-diagonal) to try to move the player to
9298 real_dx, real_dy: direction as read from input device (can be diagonal)
9301 boolean MovePlayerOneStep(struct PlayerInfo *player,
9302 int dx, int dy, int real_dx, int real_dy)
9305 static int trigger_sides[4][2] =
9307 /* enter side leave side */
9308 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9309 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9310 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9311 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9313 int move_direction = (dx == -1 ? MV_LEFT :
9314 dx == +1 ? MV_RIGHT :
9316 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9317 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9318 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9320 int jx = player->jx, jy = player->jy;
9321 int new_jx = jx + dx, new_jy = jy + dy;
9325 if (!player->active || (!dx && !dy))
9326 return MF_NO_ACTION;
9328 player->MovDir = (dx < 0 ? MV_LEFT :
9331 dy > 0 ? MV_DOWN : MV_NO_MOVING);
9333 if (!IN_LEV_FIELD(new_jx, new_jy))
9334 return MF_NO_ACTION;
9336 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
9337 return MF_NO_ACTION;
9340 element = MovingOrBlocked2Element(new_jx, new_jy);
9342 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
9345 if (DONT_RUN_INTO(element))
9347 if (element == EL_ACID && dx == 0 && dy == 1)
9349 SplashAcid(new_jx, new_jy);
9350 Feld[jx][jy] = EL_PLAYER_1;
9351 InitMovingField(jx, jy, MV_DOWN);
9352 Store[jx][jy] = EL_ACID;
9353 ContinueMoving(jx, jy);
9357 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
9362 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
9363 if (can_move != MF_MOVING)
9366 /* check if DigField() has caused relocation of the player */
9367 if (player->jx != jx || player->jy != jy)
9368 return MF_NO_ACTION;
9370 StorePlayer[jx][jy] = 0;
9371 player->last_jx = jx;
9372 player->last_jy = jy;
9373 player->jx = new_jx;
9374 player->jy = new_jy;
9375 StorePlayer[new_jx][new_jy] = player->element_nr;
9378 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
9380 player->step_counter++;
9383 player->drop_delay = 0;
9386 PlayerVisit[jx][jy] = FrameCounter;
9388 ScrollPlayer(player, SCROLL_INIT);
9391 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9393 CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
9395 CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
9398 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
9400 CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9401 CE_OTHER_GETS_ENTERED, enter_side);
9402 CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9403 CE_ENTERED_BY_PLAYER, enter_side);
9410 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
9412 int jx = player->jx, jy = player->jy;
9413 int old_jx = jx, old_jy = jy;
9414 int moved = MF_NO_ACTION;
9417 if (!player->active)
9422 if (player->MovPos == 0)
9424 player->is_moving = FALSE;
9425 player->is_digging = FALSE;
9426 player->is_collecting = FALSE;
9427 player->is_snapping = FALSE;
9428 player->is_pushing = FALSE;
9434 if (!player->active || (!dx && !dy))
9439 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9445 if (!FrameReached(&player->move_delay, player->move_delay_value))
9448 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9449 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
9455 /* store if player is automatically moved to next field */
9456 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
9458 /* remove the last programmed player action */
9459 player->programmed_action = 0;
9463 /* should only happen if pre-1.2 tape recordings are played */
9464 /* this is only for backward compatibility */
9466 int original_move_delay_value = player->move_delay_value;
9469 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
9473 /* scroll remaining steps with finest movement resolution */
9474 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
9476 while (player->MovPos)
9478 ScrollPlayer(player, SCROLL_GO_ON);
9479 ScrollScreen(NULL, SCROLL_GO_ON);
9485 player->move_delay_value = original_move_delay_value;
9488 if (player->last_move_dir & MV_HORIZONTAL)
9490 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
9491 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
9495 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
9496 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
9502 if (moved & MF_MOVING && !ScreenMovPos &&
9503 (player == local_player || !options.network))
9505 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
9506 int offset = (setup.scroll_delay ? 3 : 0);
9508 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9510 /* actual player has left the screen -- scroll in that direction */
9511 if (jx != old_jx) /* player has moved horizontally */
9512 scroll_x += (jx - old_jx);
9513 else /* player has moved vertically */
9514 scroll_y += (jy - old_jy);
9518 if (jx != old_jx) /* player has moved horizontally */
9520 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
9521 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
9522 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
9524 /* don't scroll over playfield boundaries */
9525 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
9526 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
9528 /* don't scroll more than one field at a time */
9529 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
9531 /* don't scroll against the player's moving direction */
9532 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
9533 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
9534 scroll_x = old_scroll_x;
9536 else /* player has moved vertically */
9538 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
9539 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
9540 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
9542 /* don't scroll over playfield boundaries */
9543 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
9544 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
9546 /* don't scroll more than one field at a time */
9547 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
9549 /* don't scroll against the player's moving direction */
9550 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
9551 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
9552 scroll_y = old_scroll_y;
9556 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
9558 if (!options.network && !AllPlayersInVisibleScreen())
9560 scroll_x = old_scroll_x;
9561 scroll_y = old_scroll_y;
9565 ScrollScreen(player, SCROLL_INIT);
9566 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
9573 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
9575 if (!(moved & MF_MOVING) && !player->is_pushing)
9580 player->StepFrame = 0;
9582 if (moved & MF_MOVING)
9584 if (old_jx != jx && old_jy == jy)
9585 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
9586 else if (old_jx == jx && old_jy != jy)
9587 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
9589 DrawLevelField(jx, jy); /* for "crumbled sand" */
9591 player->last_move_dir = player->MovDir;
9592 player->is_moving = TRUE;
9594 player->is_snapping = FALSE;
9598 player->is_switching = FALSE;
9601 player->is_dropping = FALSE;
9605 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
9608 if (game.engine_version < VERSION_IDENT(3,1,0,0))
9611 int move_direction = player->MovDir;
9613 int enter_side = MV_DIR_OPPOSITE(move_direction);
9614 int leave_side = move_direction;
9616 static int trigger_sides[4][2] =
9618 /* enter side leave side */
9619 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9620 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9621 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9622 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9624 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9625 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9627 int old_element = Feld[old_jx][old_jy];
9628 int new_element = Feld[jx][jy];
9631 /* !!! TEST ONLY !!! */
9632 if (IS_CUSTOM_ELEMENT(old_element))
9633 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9635 player->index_bit, leave_side);
9637 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9639 player->index_bit, leave_side);
9641 if (IS_CUSTOM_ELEMENT(new_element))
9642 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9643 player->index_bit, enter_side);
9645 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9646 CE_OTHER_GETS_ENTERED,
9647 player->index_bit, enter_side);
9657 CheckGravityMovementWhenNotMoving(player);
9660 player->last_move_dir = MV_NO_MOVING;
9662 player->is_moving = FALSE;
9665 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9667 TestIfHeroTouchesBadThing(jx, jy);
9668 TestIfPlayerTouchesCustomElement(jx, jy);
9671 if (!player->active)
9677 void ScrollPlayer(struct PlayerInfo *player, int mode)
9679 int jx = player->jx, jy = player->jy;
9680 int last_jx = player->last_jx, last_jy = player->last_jy;
9681 int move_stepsize = TILEX / player->move_delay_value;
9683 if (!player->active || !player->MovPos)
9686 if (mode == SCROLL_INIT)
9688 player->actual_frame_counter = FrameCounter;
9689 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9691 if (Feld[last_jx][last_jy] == EL_EMPTY)
9692 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9700 else if (!FrameReached(&player->actual_frame_counter, 1))
9703 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
9704 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
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 /* before DrawPlayer() to draw correct player graphic for this case */
9711 if (player->MovPos == 0)
9712 CheckGravityMovement(player);
9715 DrawPlayer(player); /* needed here only to cleanup last field */
9718 if (player->MovPos == 0) /* player reached destination field */
9721 if (player->move_delay_reset_counter > 0)
9723 player->move_delay_reset_counter--;
9725 if (player->move_delay_reset_counter == 0)
9727 /* continue with normal speed after quickly moving through gate */
9728 HALVE_PLAYER_SPEED(player);
9730 /* be able to make the next move without delay */
9731 player->move_delay = 0;
9735 if (IS_PASSABLE(Feld[last_jx][last_jy]))
9737 /* continue with normal speed after quickly moving through gate */
9738 HALVE_PLAYER_SPEED(player);
9740 /* be able to make the next move without delay */
9741 player->move_delay = 0;
9745 if (player->block_last_field &&
9746 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9747 Feld[last_jx][last_jy] = EL_EMPTY;
9749 player->last_jx = jx;
9750 player->last_jy = jy;
9752 if (Feld[jx][jy] == EL_EXIT_OPEN ||
9753 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
9754 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
9756 DrawPlayer(player); /* needed here only to cleanup last field */
9759 if (local_player->friends_still_needed == 0 ||
9760 IS_SP_ELEMENT(Feld[jx][jy]))
9761 player->LevelSolved = player->GameOver = TRUE;
9765 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
9766 /* this breaks one level: "machine", level 000 */
9768 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9771 int move_direction = player->MovDir;
9773 int enter_side = MV_DIR_OPPOSITE(move_direction);
9774 int leave_side = move_direction;
9776 static int trigger_sides[4][2] =
9778 /* enter side leave side */
9779 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9780 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9781 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9782 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9784 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9785 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9787 int old_jx = last_jx;
9788 int old_jy = last_jy;
9789 int old_element = Feld[old_jx][old_jy];
9790 int new_element = Feld[jx][jy];
9793 /* !!! TEST ONLY !!! */
9794 if (IS_CUSTOM_ELEMENT(old_element))
9795 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9797 player->index_bit, leave_side);
9799 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9801 player->index_bit, leave_side);
9803 if (IS_CUSTOM_ELEMENT(new_element))
9804 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9805 player->index_bit, enter_side);
9807 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9808 CE_OTHER_GETS_ENTERED,
9809 player->index_bit, enter_side);
9815 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9817 TestIfHeroTouchesBadThing(jx, jy);
9818 TestIfPlayerTouchesCustomElement(jx, jy);
9821 /* needed because pushed element has not yet reached its destination */
9822 if (!player->is_pushing)
9824 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
9827 if (!player->active)
9831 if (level.use_step_counter)
9841 if (TimeLeft <= 10 && setup.time_limit)
9842 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9844 DrawGameValue_Time(TimeLeft);
9846 if (!TimeLeft && setup.time_limit)
9847 for (i = 0; i < MAX_PLAYERS; i++)
9848 KillHero(&stored_player[i]);
9850 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9851 DrawGameValue_Time(TimePlayed);
9854 if (tape.single_step && tape.recording && !tape.pausing &&
9855 !player->programmed_action)
9856 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9860 void ScrollScreen(struct PlayerInfo *player, int mode)
9862 static unsigned long screen_frame_counter = 0;
9864 if (mode == SCROLL_INIT)
9866 /* set scrolling step size according to actual player's moving speed */
9867 ScrollStepSize = TILEX / player->move_delay_value;
9869 screen_frame_counter = FrameCounter;
9870 ScreenMovDir = player->MovDir;
9871 ScreenMovPos = player->MovPos;
9872 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9875 else if (!FrameReached(&screen_frame_counter, 1))
9880 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9881 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9882 redraw_mask |= REDRAW_FIELD;
9885 ScreenMovDir = MV_NO_MOVING;
9888 void TestIfPlayerTouchesCustomElement(int x, int y)
9890 static int xy[4][2] =
9897 static int trigger_sides[4][2] =
9899 /* center side border side */
9900 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9901 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9902 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9903 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9905 static int touch_dir[4] =
9912 int center_element = Feld[x][y]; /* should always be non-moving! */
9915 for (i = 0; i < NUM_DIRECTIONS; i++)
9917 int xx = x + xy[i][0];
9918 int yy = y + xy[i][1];
9919 int center_side = trigger_sides[i][0];
9920 int border_side = trigger_sides[i][1];
9923 if (!IN_LEV_FIELD(xx, yy))
9926 if (IS_PLAYER(x, y))
9928 struct PlayerInfo *player = PLAYERINFO(x, y);
9930 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9931 border_element = Feld[xx][yy]; /* may be moving! */
9932 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9933 border_element = Feld[xx][yy];
9934 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9935 border_element = MovingOrBlocked2Element(xx, yy);
9937 continue; /* center and border element do not touch */
9940 /* !!! TEST ONLY !!! */
9941 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9942 player->index_bit, border_side);
9943 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9944 CE_OTHER_GETS_TOUCHED,
9945 player->index_bit, border_side);
9947 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9948 CE_OTHER_GETS_TOUCHED,
9949 player->index_bit, border_side);
9950 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9951 player->index_bit, border_side);
9954 else if (IS_PLAYER(xx, yy))
9956 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9958 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9960 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9961 continue; /* center and border element do not touch */
9965 /* !!! TEST ONLY !!! */
9966 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9967 player->index_bit, center_side);
9968 CheckTriggeredElementChangeByPlayer(x, y, center_element,
9969 CE_OTHER_GETS_TOUCHED,
9970 player->index_bit, center_side);
9972 CheckTriggeredElementChangeByPlayer(x, y, center_element,
9973 CE_OTHER_GETS_TOUCHED,
9974 player->index_bit, center_side);
9975 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9976 player->index_bit, center_side);
9984 void TestIfElementTouchesCustomElement(int x, int y)
9986 static int xy[4][2] =
9993 static int trigger_sides[4][2] =
9995 /* center side border side */
9996 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9997 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9998 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9999 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10001 static int touch_dir[4] =
10003 MV_LEFT | MV_RIGHT,
10008 boolean change_center_element = FALSE;
10009 int center_element_change_page = 0;
10010 int center_element = Feld[x][y]; /* should always be non-moving! */
10011 int border_trigger_element;
10014 for (i = 0; i < NUM_DIRECTIONS; i++)
10016 int xx = x + xy[i][0];
10017 int yy = y + xy[i][1];
10018 int center_side = trigger_sides[i][0];
10019 int border_side = trigger_sides[i][1];
10020 int border_element;
10022 if (!IN_LEV_FIELD(xx, yy))
10025 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10026 border_element = Feld[xx][yy]; /* may be moving! */
10027 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10028 border_element = Feld[xx][yy];
10029 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10030 border_element = MovingOrBlocked2Element(xx, yy);
10032 continue; /* center and border element do not touch */
10034 /* check for change of center element (but change it only once) */
10035 if (IS_CUSTOM_ELEMENT(center_element) &&
10036 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
10037 !change_center_element)
10039 for (j = 0; j < element_info[center_element].num_change_pages; j++)
10041 struct ElementChangeInfo *change =
10042 &element_info[center_element].change_page[j];
10044 if (change->can_change &&
10045 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10046 change->trigger_side & border_side &&
10048 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
10050 change->trigger_element == border_element
10054 change_center_element = TRUE;
10055 center_element_change_page = j;
10056 border_trigger_element = border_element;
10063 /* check for change of border element */
10064 if (IS_CUSTOM_ELEMENT(border_element) &&
10065 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
10067 for (j = 0; j < element_info[border_element].num_change_pages; j++)
10069 struct ElementChangeInfo *change =
10070 &element_info[border_element].change_page[j];
10072 if (change->can_change &&
10073 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10074 change->trigger_side & center_side &&
10076 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
10078 change->trigger_element == center_element
10083 printf("::: border_element %d, %d\n", x, y);
10086 CheckElementChangeByPage(xx, yy, border_element, center_element,
10087 CE_OTHER_IS_TOUCHING, j);
10094 if (change_center_element)
10097 printf("::: center_element %d, %d\n", x, y);
10100 CheckElementChangeByPage(x, y, center_element, border_trigger_element,
10101 CE_OTHER_IS_TOUCHING, center_element_change_page);
10105 void TestIfElementHitsCustomElement(int x, int y, int direction)
10107 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10108 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10109 int hitx = x + dx, hity = y + dy;
10110 int hitting_element = Feld[x][y];
10111 int touched_element;
10113 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10114 !IS_FREE(hitx, hity) &&
10115 (!IS_MOVING(hitx, hity) ||
10116 MovDir[hitx][hity] != direction ||
10117 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10120 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10124 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10128 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10129 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10131 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10132 CE_HITTING_SOMETHING, direction);
10134 if (IN_LEV_FIELD(hitx, hity))
10136 int opposite_direction = MV_DIR_OPPOSITE(direction);
10137 int hitting_side = direction;
10138 int touched_side = opposite_direction;
10140 int touched_element = MovingOrBlocked2Element(hitx, hity);
10143 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10144 MovDir[hitx][hity] != direction ||
10145 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10154 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10155 CE_HIT_BY_SOMETHING, opposite_direction);
10157 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10158 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
10160 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10162 struct ElementChangeInfo *change =
10163 &element_info[hitting_element].change_page[i];
10165 if (change->can_change &&
10166 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
10167 change->trigger_side & touched_side &&
10170 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10172 change->trigger_element == touched_element
10176 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10177 CE_OTHER_IS_HITTING, i);
10183 if (IS_CUSTOM_ELEMENT(touched_element) &&
10184 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
10186 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10188 struct ElementChangeInfo *change =
10189 &element_info[touched_element].change_page[i];
10191 if (change->can_change &&
10192 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
10193 change->trigger_side & hitting_side &&
10195 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10197 change->trigger_element == hitting_element
10201 CheckElementChangeByPage(hitx, hity, touched_element,
10202 hitting_element, CE_OTHER_GETS_HIT, i);
10212 void TestIfElementSmashesCustomElement(int x, int y, int direction)
10214 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10215 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10216 int hitx = x + dx, hity = y + dy;
10217 int hitting_element = Feld[x][y];
10218 int touched_element;
10220 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10221 !IS_FREE(hitx, hity) &&
10222 (!IS_MOVING(hitx, hity) ||
10223 MovDir[hitx][hity] != direction ||
10224 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10227 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10231 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10235 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10236 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10238 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10239 EP_CAN_SMASH_EVERYTHING, direction);
10241 if (IN_LEV_FIELD(hitx, hity))
10243 int opposite_direction = MV_DIR_OPPOSITE(direction);
10244 int hitting_side = direction;
10245 int touched_side = opposite_direction;
10247 int touched_element = MovingOrBlocked2Element(hitx, hity);
10250 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10251 MovDir[hitx][hity] != direction ||
10252 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10261 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10262 CE_SMASHED_BY_SOMETHING, opposite_direction);
10264 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10265 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
10267 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10269 struct ElementChangeInfo *change =
10270 &element_info[hitting_element].change_page[i];
10272 if (change->can_change &&
10273 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
10274 change->trigger_side & touched_side &&
10277 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10279 change->trigger_element == touched_element
10283 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10284 CE_OTHER_IS_SMASHING, i);
10290 if (IS_CUSTOM_ELEMENT(touched_element) &&
10291 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
10293 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10295 struct ElementChangeInfo *change =
10296 &element_info[touched_element].change_page[i];
10298 if (change->can_change &&
10299 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
10300 change->trigger_side & hitting_side &&
10302 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10304 change->trigger_element == hitting_element
10308 CheckElementChangeByPage(hitx, hity, touched_element,
10309 hitting_element, CE_OTHER_GETS_SMASHED,i);
10319 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
10321 int i, kill_x = -1, kill_y = -1;
10322 int bad_element = -1;
10323 static int test_xy[4][2] =
10330 static int test_dir[4] =
10338 for (i = 0; i < NUM_DIRECTIONS; i++)
10340 int test_x, test_y, test_move_dir, test_element;
10342 test_x = good_x + test_xy[i][0];
10343 test_y = good_y + test_xy[i][1];
10345 if (!IN_LEV_FIELD(test_x, test_y))
10349 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10352 test_element = Feld[test_x][test_y];
10354 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
10357 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10358 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10360 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
10361 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
10365 bad_element = test_element;
10371 if (kill_x != -1 || kill_y != -1)
10373 if (IS_PLAYER(good_x, good_y))
10375 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
10378 if (player->shield_deadly_time_left > 0 &&
10379 !IS_INDESTRUCTIBLE(bad_element))
10380 Bang(kill_x, kill_y);
10381 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10384 if (player->shield_deadly_time_left > 0)
10385 Bang(kill_x, kill_y);
10386 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10391 Bang(good_x, good_y);
10395 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
10397 int i, kill_x = -1, kill_y = -1;
10398 int bad_element = Feld[bad_x][bad_y];
10399 static int test_xy[4][2] =
10406 static int touch_dir[4] =
10408 MV_LEFT | MV_RIGHT,
10413 static int test_dir[4] =
10421 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
10424 for (i = 0; i < NUM_DIRECTIONS; i++)
10426 int test_x, test_y, test_move_dir, test_element;
10428 test_x = bad_x + test_xy[i][0];
10429 test_y = bad_y + test_xy[i][1];
10430 if (!IN_LEV_FIELD(test_x, test_y))
10434 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10436 test_element = Feld[test_x][test_y];
10438 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10439 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10441 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
10442 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
10444 /* good thing is player or penguin that does not move away */
10445 if (IS_PLAYER(test_x, test_y))
10447 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
10449 if (bad_element == EL_ROBOT && player->is_moving)
10450 continue; /* robot does not kill player if he is moving */
10452 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10454 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10455 continue; /* center and border element do not touch */
10462 else if (test_element == EL_PENGUIN)
10471 if (kill_x != -1 || kill_y != -1)
10473 if (IS_PLAYER(kill_x, kill_y))
10475 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
10478 if (player->shield_deadly_time_left > 0 &&
10479 !IS_INDESTRUCTIBLE(bad_element))
10480 Bang(bad_x, bad_y);
10481 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10484 if (player->shield_deadly_time_left > 0)
10485 Bang(bad_x, bad_y);
10486 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10491 Bang(kill_x, kill_y);
10495 void TestIfHeroTouchesBadThing(int x, int y)
10497 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10500 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
10502 TestIfGoodThingHitsBadThing(x, y, move_dir);
10505 void TestIfBadThingTouchesHero(int x, int y)
10507 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10510 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
10512 TestIfBadThingHitsGoodThing(x, y, move_dir);
10515 void TestIfFriendTouchesBadThing(int x, int y)
10517 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10520 void TestIfBadThingTouchesFriend(int x, int y)
10522 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10525 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
10527 int i, kill_x = bad_x, kill_y = bad_y;
10528 static int xy[4][2] =
10536 for (i = 0; i < NUM_DIRECTIONS; i++)
10540 x = bad_x + xy[i][0];
10541 y = bad_y + xy[i][1];
10542 if (!IN_LEV_FIELD(x, y))
10545 element = Feld[x][y];
10546 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
10547 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
10555 if (kill_x != bad_x || kill_y != bad_y)
10556 Bang(bad_x, bad_y);
10559 void KillHero(struct PlayerInfo *player)
10561 int jx = player->jx, jy = player->jy;
10563 if (!player->active)
10566 /* remove accessible field at the player's position */
10567 Feld[jx][jy] = EL_EMPTY;
10569 /* deactivate shield (else Bang()/Explode() would not work right) */
10570 player->shield_normal_time_left = 0;
10571 player->shield_deadly_time_left = 0;
10577 static void KillHeroUnlessEnemyProtected(int x, int y)
10579 if (!PLAYER_ENEMY_PROTECTED(x, y))
10580 KillHero(PLAYERINFO(x, y));
10583 static void KillHeroUnlessExplosionProtected(int x, int y)
10585 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
10586 KillHero(PLAYERINFO(x, y));
10589 void BuryHero(struct PlayerInfo *player)
10591 int jx = player->jx, jy = player->jy;
10593 if (!player->active)
10597 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
10599 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
10601 PlayLevelSound(jx, jy, SND_GAME_LOSING);
10603 player->GameOver = TRUE;
10604 RemoveHero(player);
10607 void RemoveHero(struct PlayerInfo *player)
10609 int jx = player->jx, jy = player->jy;
10610 int i, found = FALSE;
10612 player->present = FALSE;
10613 player->active = FALSE;
10615 if (!ExplodeField[jx][jy])
10616 StorePlayer[jx][jy] = 0;
10618 for (i = 0; i < MAX_PLAYERS; i++)
10619 if (stored_player[i].active)
10623 AllPlayersGone = TRUE;
10630 =============================================================================
10631 checkDiagonalPushing()
10632 -----------------------------------------------------------------------------
10633 check if diagonal input device direction results in pushing of object
10634 (by checking if the alternative direction is walkable, diggable, ...)
10635 =============================================================================
10638 static boolean checkDiagonalPushing(struct PlayerInfo *player,
10639 int x, int y, int real_dx, int real_dy)
10641 int jx, jy, dx, dy, xx, yy;
10643 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
10646 /* diagonal direction: check alternative direction */
10651 xx = jx + (dx == 0 ? real_dx : 0);
10652 yy = jy + (dy == 0 ? real_dy : 0);
10654 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
10658 =============================================================================
10660 -----------------------------------------------------------------------------
10661 x, y: field next to player (non-diagonal) to try to dig to
10662 real_dx, real_dy: direction as read from input device (can be diagonal)
10663 =============================================================================
10666 int DigField(struct PlayerInfo *player,
10667 int oldx, int oldy, int x, int y,
10668 int real_dx, int real_dy, int mode)
10671 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
10673 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
10674 boolean player_was_pushing = player->is_pushing;
10675 int jx = oldx, jy = oldy;
10676 int dx = x - jx, dy = y - jy;
10677 int nextx = x + dx, nexty = y + dy;
10678 int move_direction = (dx == -1 ? MV_LEFT :
10679 dx == +1 ? MV_RIGHT :
10681 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10682 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
10684 int dig_side = MV_DIR_OPPOSITE(move_direction);
10686 static int trigger_sides[4] =
10688 CH_SIDE_RIGHT, /* moving left */
10689 CH_SIDE_LEFT, /* moving right */
10690 CH_SIDE_BOTTOM, /* moving up */
10691 CH_SIDE_TOP, /* moving down */
10693 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
10695 int old_element = Feld[jx][jy];
10698 if (is_player) /* function can also be called by EL_PENGUIN */
10700 if (player->MovPos == 0)
10702 player->is_digging = FALSE;
10703 player->is_collecting = FALSE;
10706 if (player->MovPos == 0) /* last pushing move finished */
10707 player->is_pushing = FALSE;
10709 if (mode == DF_NO_PUSH) /* player just stopped pushing */
10711 player->is_switching = FALSE;
10712 player->push_delay = 0;
10714 return MF_NO_ACTION;
10718 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
10719 return MF_NO_ACTION;
10724 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
10726 if (IS_TUBE(Feld[jx][jy]) ||
10727 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
10731 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
10732 int tube_leave_directions[][2] =
10734 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10735 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10736 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10737 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
10738 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
10739 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
10740 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
10741 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
10742 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
10743 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
10744 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
10745 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
10748 while (tube_leave_directions[i][0] != tube_element)
10751 if (tube_leave_directions[i][0] == -1) /* should not happen */
10755 if (!(tube_leave_directions[i][1] & move_direction))
10756 return MF_NO_ACTION; /* tube has no opening in this direction */
10761 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
10762 old_element = Back[jx][jy];
10766 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
10767 return MF_NO_ACTION; /* field has no opening in this direction */
10769 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
10770 return MF_NO_ACTION; /* field has no opening in this direction */
10772 element = Feld[x][y];
10774 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
10775 return MF_NO_ACTION;
10777 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
10778 game.engine_version >= VERSION_IDENT(2,2,0,0))
10779 return MF_NO_ACTION;
10782 if (game.gravity && is_player && !player->is_auto_moving &&
10783 canFallDown(player) && move_direction != MV_DOWN &&
10784 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
10785 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10789 if (element == EL_EMPTY_SPACE &&
10790 game.gravity && !player->is_auto_moving &&
10791 canFallDown(player) && move_direction != MV_DOWN)
10792 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10798 case EL_SP_PORT_LEFT:
10799 case EL_SP_PORT_RIGHT:
10800 case EL_SP_PORT_UP:
10801 case EL_SP_PORT_DOWN:
10802 case EL_SP_PORT_HORIZONTAL:
10803 case EL_SP_PORT_VERTICAL:
10804 case EL_SP_PORT_ANY:
10805 case EL_SP_GRAVITY_PORT_LEFT:
10806 case EL_SP_GRAVITY_PORT_RIGHT:
10807 case EL_SP_GRAVITY_PORT_UP:
10808 case EL_SP_GRAVITY_PORT_DOWN:
10810 if (!canEnterSupaplexPort(x, y, dx, dy))
10811 return MF_NO_ACTION;
10814 element != EL_SP_PORT_LEFT &&
10815 element != EL_SP_GRAVITY_PORT_LEFT &&
10816 element != EL_SP_PORT_HORIZONTAL &&
10817 element != EL_SP_PORT_ANY) ||
10819 element != EL_SP_PORT_RIGHT &&
10820 element != EL_SP_GRAVITY_PORT_RIGHT &&
10821 element != EL_SP_PORT_HORIZONTAL &&
10822 element != EL_SP_PORT_ANY) ||
10824 element != EL_SP_PORT_UP &&
10825 element != EL_SP_GRAVITY_PORT_UP &&
10826 element != EL_SP_PORT_VERTICAL &&
10827 element != EL_SP_PORT_ANY) ||
10829 element != EL_SP_PORT_DOWN &&
10830 element != EL_SP_GRAVITY_PORT_DOWN &&
10831 element != EL_SP_PORT_VERTICAL &&
10832 element != EL_SP_PORT_ANY) ||
10833 !IN_LEV_FIELD(nextx, nexty) ||
10834 !IS_FREE(nextx, nexty))
10835 return MF_NO_ACTION;
10838 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10839 element == EL_SP_GRAVITY_PORT_RIGHT ||
10840 element == EL_SP_GRAVITY_PORT_UP ||
10841 element == EL_SP_GRAVITY_PORT_DOWN)
10842 game.gravity = !game.gravity;
10844 /* automatically move to the next field with double speed */
10845 player->programmed_action = move_direction;
10847 if (player->move_delay_reset_counter == 0)
10849 player->move_delay_reset_counter = 2; /* two double speed steps */
10851 DOUBLE_PLAYER_SPEED(player);
10854 player->move_delay_reset_counter = 2;
10856 DOUBLE_PLAYER_SPEED(player);
10860 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
10863 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
10869 case EL_TUBE_VERTICAL:
10870 case EL_TUBE_HORIZONTAL:
10871 case EL_TUBE_VERTICAL_LEFT:
10872 case EL_TUBE_VERTICAL_RIGHT:
10873 case EL_TUBE_HORIZONTAL_UP:
10874 case EL_TUBE_HORIZONTAL_DOWN:
10875 case EL_TUBE_LEFT_UP:
10876 case EL_TUBE_LEFT_DOWN:
10877 case EL_TUBE_RIGHT_UP:
10878 case EL_TUBE_RIGHT_DOWN:
10881 int tube_enter_directions[][2] =
10883 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10884 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10885 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10886 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
10887 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
10888 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
10889 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
10890 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
10891 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
10892 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
10893 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
10894 { -1, MV_NO_MOVING }
10897 while (tube_enter_directions[i][0] != element)
10900 if (tube_enter_directions[i][0] == -1) /* should not happen */
10904 if (!(tube_enter_directions[i][1] & move_direction))
10905 return MF_NO_ACTION; /* tube has no opening in this direction */
10907 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10915 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
10917 if (IS_WALKABLE(element))
10920 int sound_element = SND_ELEMENT(element);
10921 int sound_action = ACTION_WALKING;
10924 if (!ACCESS_FROM(element, opposite_direction))
10925 return MF_NO_ACTION; /* field not accessible from this direction */
10929 if (element == EL_EMPTY_SPACE &&
10930 game.gravity && !player->is_auto_moving &&
10931 canFallDown(player) && move_direction != MV_DOWN)
10932 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10935 if (IS_GATE(element))
10937 if (!player->key[element - EL_GATE_1])
10938 return MF_NO_ACTION;
10940 else if (IS_GATE_GRAY(element))
10942 if (!player->key[element - EL_GATE_1_GRAY])
10943 return MF_NO_ACTION;
10945 else if (element == EL_EXIT_OPEN ||
10946 element == EL_SP_EXIT_OPEN ||
10947 element == EL_SP_EXIT_OPENING)
10949 sound_action = ACTION_PASSING; /* player is passing exit */
10951 else if (element == EL_EMPTY)
10953 sound_action = ACTION_MOVING; /* nothing to walk on */
10956 /* play sound from background or player, whatever is available */
10957 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
10958 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
10960 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10965 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
10967 else if (IS_PASSABLE(element))
10971 if (!canPassField(x, y, move_direction))
10972 return MF_NO_ACTION;
10977 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
10978 !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
10979 (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
10980 return MF_NO_ACTION;
10982 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10983 return MF_NO_ACTION;
10988 if (!ACCESS_FROM(element, opposite_direction))
10989 return MF_NO_ACTION; /* field not accessible from this direction */
10991 if (IS_CUSTOM_ELEMENT(element) &&
10992 !ACCESS_FROM(element, opposite_direction))
10993 return MF_NO_ACTION; /* field not accessible from this direction */
10997 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10998 return MF_NO_ACTION;
11003 if (IS_EM_GATE(element))
11005 if (!player->key[element - EL_EM_GATE_1])
11006 return MF_NO_ACTION;
11008 else if (IS_EM_GATE_GRAY(element))
11010 if (!player->key[element - EL_EM_GATE_1_GRAY])
11011 return MF_NO_ACTION;
11013 else if (IS_SP_PORT(element))
11015 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11016 element == EL_SP_GRAVITY_PORT_RIGHT ||
11017 element == EL_SP_GRAVITY_PORT_UP ||
11018 element == EL_SP_GRAVITY_PORT_DOWN)
11019 game.gravity = !game.gravity;
11022 /* automatically move to the next field with double speed */
11023 player->programmed_action = move_direction;
11025 if (player->move_delay_reset_counter == 0)
11027 player->move_delay_reset_counter = 2; /* two double speed steps */
11029 DOUBLE_PLAYER_SPEED(player);
11032 player->move_delay_reset_counter = 2;
11034 DOUBLE_PLAYER_SPEED(player);
11037 PlayLevelSoundAction(x, y, ACTION_PASSING);
11041 else if (IS_DIGGABLE(element))
11045 if (mode != DF_SNAP)
11048 GfxElement[x][y] = GFX_ELEMENT(element);
11051 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
11053 player->is_digging = TRUE;
11056 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
11058 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
11059 player->index_bit, dig_side);
11062 if (mode == DF_SNAP)
11063 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11068 else if (IS_COLLECTIBLE(element))
11072 if (is_player && mode != DF_SNAP)
11074 GfxElement[x][y] = element;
11075 player->is_collecting = TRUE;
11078 if (element == EL_SPEED_PILL)
11079 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
11080 else if (element == EL_EXTRA_TIME && level.time > 0)
11083 DrawGameValue_Time(TimeLeft);
11085 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
11087 player->shield_normal_time_left += 10;
11088 if (element == EL_SHIELD_DEADLY)
11089 player->shield_deadly_time_left += 10;
11091 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
11093 if (player->inventory_size < MAX_INVENTORY_SIZE)
11094 player->inventory_element[player->inventory_size++] = element;
11096 DrawGameValue_Dynamite(local_player->inventory_size);
11098 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
11100 player->dynabomb_count++;
11101 player->dynabombs_left++;
11103 else if (element == EL_DYNABOMB_INCREASE_SIZE)
11105 player->dynabomb_size++;
11107 else if (element == EL_DYNABOMB_INCREASE_POWER)
11109 player->dynabomb_xl = TRUE;
11111 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
11112 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
11114 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
11115 element - EL_KEY_1 : element - EL_EM_KEY_1);
11117 player->key[key_nr] = TRUE;
11119 DrawGameValue_Keys(player);
11121 redraw_mask |= REDRAW_DOOR_1;
11123 else if (IS_ENVELOPE(element))
11126 player->show_envelope = element;
11128 ShowEnvelope(element - EL_ENVELOPE_1);
11131 else if (IS_DROPPABLE(element) ||
11132 IS_THROWABLE(element)) /* can be collected and dropped */
11136 if (element_info[element].collect_count == 0)
11137 player->inventory_infinite_element = element;
11139 for (i = 0; i < element_info[element].collect_count; i++)
11140 if (player->inventory_size < MAX_INVENTORY_SIZE)
11141 player->inventory_element[player->inventory_size++] = element;
11143 DrawGameValue_Dynamite(local_player->inventory_size);
11145 else if (element_info[element].collect_count > 0)
11147 local_player->gems_still_needed -=
11148 element_info[element].collect_count;
11149 if (local_player->gems_still_needed < 0)
11150 local_player->gems_still_needed = 0;
11152 DrawGameValue_Emeralds(local_player->gems_still_needed);
11155 RaiseScoreElement(element);
11156 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
11159 CheckTriggeredElementChangeByPlayer(x, y, element,
11160 CE_OTHER_GETS_COLLECTED,
11161 player->index_bit, dig_side);
11164 if (mode == DF_SNAP)
11165 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11170 else if (IS_PUSHABLE(element))
11172 if (mode == DF_SNAP && element != EL_BD_ROCK)
11173 return MF_NO_ACTION;
11175 if (CAN_FALL(element) && dy)
11176 return MF_NO_ACTION;
11178 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
11179 !(element == EL_SPRING && level.use_spring_bug))
11180 return MF_NO_ACTION;
11183 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
11184 ((move_direction & MV_VERTICAL &&
11185 ((element_info[element].move_pattern & MV_LEFT &&
11186 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
11187 (element_info[element].move_pattern & MV_RIGHT &&
11188 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
11189 (move_direction & MV_HORIZONTAL &&
11190 ((element_info[element].move_pattern & MV_UP &&
11191 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
11192 (element_info[element].move_pattern & MV_DOWN &&
11193 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
11194 return MF_NO_ACTION;
11198 /* do not push elements already moving away faster than player */
11199 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
11200 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
11201 return MF_NO_ACTION;
11203 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
11204 return MF_NO_ACTION;
11210 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
11212 if (player->push_delay_value == -1 || !player_was_pushing)
11213 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11215 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11217 if (player->push_delay_value == -1)
11218 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11221 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11223 if (player->push_delay_value == -1 || !player_was_pushing)
11224 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11227 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
11229 if (!player->is_pushing)
11230 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11234 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
11235 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
11236 !player_is_pushing))
11237 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11240 if (!player->is_pushing &&
11241 game.engine_version >= VERSION_IDENT(2,2,0,7))
11242 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11246 printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
11247 player->push_delay, player->push_delay_value,
11248 FrameCounter, game.engine_version,
11249 player_was_pushing, player->is_pushing,
11250 element, element_info[element].token_name,
11251 GET_NEW_PUSH_DELAY(element));
11254 player->is_pushing = TRUE;
11256 if (!(IN_LEV_FIELD(nextx, nexty) &&
11257 (IS_FREE(nextx, nexty) ||
11258 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
11259 IS_SB_ELEMENT(element)))))
11260 return MF_NO_ACTION;
11262 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
11263 return MF_NO_ACTION;
11265 if (player->push_delay == 0) /* new pushing; restart delay */
11266 player->push_delay = FrameCounter;
11268 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
11269 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11270 element != EL_SPRING && element != EL_BALLOON)
11272 /* make sure that there is no move delay before next try to push */
11273 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11274 player->move_delay = INITIAL_MOVE_DELAY_OFF;
11276 return MF_NO_ACTION;
11280 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
11283 if (IS_SB_ELEMENT(element))
11285 if (element == EL_SOKOBAN_FIELD_FULL)
11287 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
11288 local_player->sokobanfields_still_needed++;
11291 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
11293 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
11294 local_player->sokobanfields_still_needed--;
11297 Feld[x][y] = EL_SOKOBAN_OBJECT;
11299 if (Back[x][y] == Back[nextx][nexty])
11300 PlayLevelSoundAction(x, y, ACTION_PUSHING);
11301 else if (Back[x][y] != 0)
11302 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
11305 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
11308 if (local_player->sokobanfields_still_needed == 0 &&
11309 game.emulation == EMU_SOKOBAN)
11311 player->LevelSolved = player->GameOver = TRUE;
11312 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
11316 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
11318 InitMovingField(x, y, move_direction);
11319 GfxAction[x][y] = ACTION_PUSHING;
11321 if (mode == DF_SNAP)
11322 ContinueMoving(x, y);
11324 MovPos[x][y] = (dx != 0 ? dx : dy);
11326 Pushed[x][y] = TRUE;
11327 Pushed[nextx][nexty] = TRUE;
11329 if (game.engine_version < VERSION_IDENT(2,2,0,7))
11330 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11332 player->push_delay_value = -1; /* get new value later */
11335 /* check for element change _after_ element has been pushed! */
11339 /* !!! TEST ONLY !!! */
11340 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11341 player->index_bit, dig_side);
11342 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11343 player->index_bit, dig_side);
11345 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11346 player->index_bit, dig_side);
11347 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11348 player->index_bit, dig_side);
11354 else if (IS_SWITCHABLE(element))
11356 if (PLAYER_SWITCHING(player, x, y))
11358 CheckTriggeredElementChangeByPlayer(x,y, element,
11359 CE_OTHER_GETS_PRESSED,
11360 player->index_bit, dig_side);
11365 player->is_switching = TRUE;
11366 player->switch_x = x;
11367 player->switch_y = y;
11369 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
11371 if (element == EL_ROBOT_WHEEL)
11373 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
11377 DrawLevelField(x, y);
11379 else if (element == EL_SP_TERMINAL)
11383 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
11385 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
11387 else if (Feld[xx][yy] == EL_SP_TERMINAL)
11388 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
11391 else if (IS_BELT_SWITCH(element))
11393 ToggleBeltSwitch(x, y);
11395 else if (element == EL_SWITCHGATE_SWITCH_UP ||
11396 element == EL_SWITCHGATE_SWITCH_DOWN)
11398 ToggleSwitchgateSwitch(x, y);
11400 else if (element == EL_LIGHT_SWITCH ||
11401 element == EL_LIGHT_SWITCH_ACTIVE)
11403 ToggleLightSwitch(x, y);
11406 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
11407 SND_LIGHT_SWITCH_ACTIVATING :
11408 SND_LIGHT_SWITCH_DEACTIVATING);
11411 else if (element == EL_TIMEGATE_SWITCH)
11413 ActivateTimegateSwitch(x, y);
11415 else if (element == EL_BALLOON_SWITCH_LEFT ||
11416 element == EL_BALLOON_SWITCH_RIGHT ||
11417 element == EL_BALLOON_SWITCH_UP ||
11418 element == EL_BALLOON_SWITCH_DOWN ||
11419 element == EL_BALLOON_SWITCH_ANY)
11421 if (element == EL_BALLOON_SWITCH_ANY)
11422 game.balloon_dir = move_direction;
11424 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
11425 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
11426 element == EL_BALLOON_SWITCH_UP ? MV_UP :
11427 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
11430 else if (element == EL_LAMP)
11432 Feld[x][y] = EL_LAMP_ACTIVE;
11433 local_player->lights_still_needed--;
11435 DrawLevelField(x, y);
11437 else if (element == EL_TIME_ORB_FULL)
11439 Feld[x][y] = EL_TIME_ORB_EMPTY;
11441 DrawGameValue_Time(TimeLeft);
11443 DrawLevelField(x, y);
11446 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
11450 CheckTriggeredElementChangeByPlayer(x, y, element,
11451 CE_OTHER_IS_SWITCHING,
11452 player->index_bit, dig_side);
11454 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11455 player->index_bit, dig_side);
11461 if (!PLAYER_SWITCHING(player, x, y))
11463 player->is_switching = TRUE;
11464 player->switch_x = x;
11465 player->switch_y = y;
11468 /* !!! TEST ONLY !!! */
11469 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11470 player->index_bit, dig_side);
11471 CheckTriggeredElementChangeByPlayer(x, y, element,
11472 CE_OTHER_IS_SWITCHING,
11473 player->index_bit, dig_side);
11475 CheckTriggeredElementChangeByPlayer(x, y, element,
11476 CE_OTHER_IS_SWITCHING,
11477 player->index_bit, dig_side);
11478 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11479 player->index_bit, dig_side);
11484 /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
11485 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11486 player->index_bit, dig_side);
11487 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11488 player->index_bit, dig_side);
11490 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11491 player->index_bit, dig_side);
11492 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11493 player->index_bit, dig_side);
11497 return MF_NO_ACTION;
11500 player->push_delay = 0;
11502 if (Feld[x][y] != element) /* really digged/collected something */
11503 player->is_collecting = !player->is_digging;
11508 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
11510 int jx = player->jx, jy = player->jy;
11511 int x = jx + dx, y = jy + dy;
11512 int snap_direction = (dx == -1 ? MV_LEFT :
11513 dx == +1 ? MV_RIGHT :
11515 dy == +1 ? MV_DOWN : MV_NO_MOVING);
11518 if (player->MovPos != 0)
11521 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
11525 if (!player->active || !IN_LEV_FIELD(x, y))
11533 if (player->MovPos == 0)
11534 player->is_pushing = FALSE;
11536 player->is_snapping = FALSE;
11538 if (player->MovPos == 0)
11540 player->is_moving = FALSE;
11541 player->is_digging = FALSE;
11542 player->is_collecting = FALSE;
11548 if (player->is_snapping)
11551 player->MovDir = snap_direction;
11554 if (player->MovPos == 0)
11557 player->is_moving = FALSE;
11558 player->is_digging = FALSE;
11559 player->is_collecting = FALSE;
11562 player->is_dropping = FALSE;
11564 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
11567 player->is_snapping = TRUE;
11570 if (player->MovPos == 0)
11573 player->is_moving = FALSE;
11574 player->is_digging = FALSE;
11575 player->is_collecting = FALSE;
11579 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
11580 DrawLevelField(player->last_jx, player->last_jy);
11583 DrawLevelField(x, y);
11592 boolean DropElement(struct PlayerInfo *player)
11594 int old_element, new_element;
11595 int dropx = player->jx, dropy = player->jy;
11596 int drop_direction = player->MovDir;
11598 int drop_side = drop_direction;
11600 static int trigger_sides[4] =
11602 CH_SIDE_LEFT, /* dropping left */
11603 CH_SIDE_RIGHT, /* dropping right */
11604 CH_SIDE_TOP, /* dropping up */
11605 CH_SIDE_BOTTOM, /* dropping down */
11607 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
11609 int drop_element = (player->inventory_size > 0 ?
11610 player->inventory_element[player->inventory_size - 1] :
11611 player->inventory_infinite_element != EL_UNDEFINED ?
11612 player->inventory_infinite_element :
11613 player->dynabombs_left > 0 ?
11614 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
11617 if (IS_THROWABLE(drop_element))
11619 dropx += GET_DX_FROM_DIR(drop_direction);
11620 dropy += GET_DY_FROM_DIR(drop_direction);
11622 if (!IN_LEV_FIELD(dropx, dropy))
11626 old_element = Feld[dropx][dropy]; /* old element at dropping position */
11627 new_element = drop_element; /* default: no change when dropping */
11629 /* check if player is active, not moving and ready to drop */
11630 if (!player->active || player->MovPos || player->drop_delay > 0)
11633 /* check if player has anything that can be dropped */
11635 if (new_element == EL_UNDEFINED)
11638 if (player->inventory_size == 0 &&
11639 player->inventory_infinite_element == EL_UNDEFINED &&
11640 player->dynabombs_left == 0)
11644 /* check if anything can be dropped at the current position */
11645 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
11648 /* collected custom elements can only be dropped on empty fields */
11650 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
11653 if (player->inventory_size > 0 &&
11654 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
11655 && old_element != EL_EMPTY)
11659 if (old_element != EL_EMPTY)
11660 Back[dropx][dropy] = old_element; /* store old element on this field */
11662 ResetGfxAnimation(dropx, dropy);
11663 ResetRandomAnimationValue(dropx, dropy);
11665 if (player->inventory_size > 0 ||
11666 player->inventory_infinite_element != EL_UNDEFINED)
11668 if (player->inventory_size > 0)
11670 player->inventory_size--;
11673 new_element = player->inventory_element[player->inventory_size];
11676 DrawGameValue_Dynamite(local_player->inventory_size);
11678 if (new_element == EL_DYNAMITE)
11679 new_element = EL_DYNAMITE_ACTIVE;
11680 else if (new_element == EL_SP_DISK_RED)
11681 new_element = EL_SP_DISK_RED_ACTIVE;
11684 Feld[dropx][dropy] = new_element;
11686 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
11687 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
11688 el2img(Feld[dropx][dropy]), 0);
11690 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
11693 /* needed if previous element just changed to "empty" in the last frame */
11694 Changed[dropx][dropy] = 0; /* allow another change */
11698 /* !!! TEST ONLY !!! */
11699 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
11700 player->index_bit, drop_side);
11701 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
11702 CE_OTHER_GETS_DROPPED,
11703 player->index_bit, drop_side);
11705 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
11706 CE_OTHER_GETS_DROPPED,
11707 player->index_bit, drop_side);
11708 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
11709 player->index_bit, drop_side);
11712 TestIfElementTouchesCustomElement(dropx, dropy);
11714 else /* player is dropping a dyna bomb */
11716 player->dynabombs_left--;
11719 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
11722 Feld[dropx][dropy] = new_element;
11724 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
11725 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
11726 el2img(Feld[dropx][dropy]), 0);
11728 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
11735 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
11738 InitField_WithBug1(dropx, dropy, FALSE);
11740 InitField(dropx, dropy, FALSE);
11741 if (CAN_MOVE(Feld[dropx][dropy]))
11742 InitMovDir(dropx, dropy);
11746 new_element = Feld[dropx][dropy]; /* element might have changed */
11748 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
11749 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
11752 int move_stepsize = element_info[new_element].move_stepsize;
11754 int move_direction, nextx, nexty;
11756 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
11757 MovDir[dropx][dropy] = drop_direction;
11759 move_direction = MovDir[dropx][dropy];
11760 nextx = dropx + GET_DX_FROM_DIR(move_direction);
11761 nexty = dropy + GET_DY_FROM_DIR(move_direction);
11764 Changed[dropx][dropy] = 0; /* allow another change */
11765 CheckCollision[dropx][dropy] = 2;
11768 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
11771 WasJustMoving[dropx][dropy] = 3;
11774 InitMovingField(dropx, dropy, move_direction);
11775 ContinueMoving(dropx, dropy);
11782 Changed[dropx][dropy] = 0; /* allow another change */
11785 TestIfElementHitsCustomElement(dropx, dropy, move_direction);
11787 CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
11788 CE_HITTING_SOMETHING, move_direction);
11796 player->drop_delay = 2 * TILEX / move_stepsize + 1;
11801 player->drop_delay = 8 + 8 + 8;
11805 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
11810 player->is_dropping = TRUE;
11816 /* ------------------------------------------------------------------------- */
11817 /* game sound playing functions */
11818 /* ------------------------------------------------------------------------- */
11820 static int *loop_sound_frame = NULL;
11821 static int *loop_sound_volume = NULL;
11823 void InitPlayLevelSound()
11825 int num_sounds = getSoundListSize();
11827 checked_free(loop_sound_frame);
11828 checked_free(loop_sound_volume);
11830 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
11831 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
11834 static void PlayLevelSound(int x, int y, int nr)
11836 int sx = SCREENX(x), sy = SCREENY(y);
11837 int volume, stereo_position;
11838 int max_distance = 8;
11839 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
11841 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
11842 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
11845 if (!IN_LEV_FIELD(x, y) ||
11846 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
11847 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
11850 volume = SOUND_MAX_VOLUME;
11852 if (!IN_SCR_FIELD(sx, sy))
11854 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
11855 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
11857 volume -= volume * (dx > dy ? dx : dy) / max_distance;
11860 stereo_position = (SOUND_MAX_LEFT +
11861 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
11862 (SCR_FIELDX + 2 * max_distance));
11864 if (IS_LOOP_SOUND(nr))
11866 /* This assures that quieter loop sounds do not overwrite louder ones,
11867 while restarting sound volume comparison with each new game frame. */
11869 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
11872 loop_sound_volume[nr] = volume;
11873 loop_sound_frame[nr] = FrameCounter;
11876 PlaySoundExt(nr, volume, stereo_position, type);
11879 static void PlayLevelSoundNearest(int x, int y, int sound_action)
11881 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
11882 x > LEVELX(BX2) ? LEVELX(BX2) : x,
11883 y < LEVELY(BY1) ? LEVELY(BY1) :
11884 y > LEVELY(BY2) ? LEVELY(BY2) : y,
11888 static void PlayLevelSoundAction(int x, int y, int action)
11890 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
11893 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
11895 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
11897 if (sound_effect != SND_UNDEFINED)
11898 PlayLevelSound(x, y, sound_effect);
11901 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
11904 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
11906 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11907 PlayLevelSound(x, y, sound_effect);
11910 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
11912 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
11914 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11915 PlayLevelSound(x, y, sound_effect);
11918 static void StopLevelSoundActionIfLoop(int x, int y, int action)
11920 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
11922 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11923 StopSound(sound_effect);
11926 static void PlayLevelMusic()
11928 if (levelset.music[level_nr] != MUS_UNDEFINED)
11929 PlayMusic(levelset.music[level_nr]); /* from config file */
11931 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
11934 void RaiseScore(int value)
11936 local_player->score += value;
11938 DrawGameValue_Score(local_player->score);
11941 void RaiseScoreElement(int element)
11946 case EL_BD_DIAMOND:
11947 case EL_EMERALD_YELLOW:
11948 case EL_EMERALD_RED:
11949 case EL_EMERALD_PURPLE:
11950 case EL_SP_INFOTRON:
11951 RaiseScore(level.score[SC_EMERALD]);
11954 RaiseScore(level.score[SC_DIAMOND]);
11957 RaiseScore(level.score[SC_CRYSTAL]);
11960 RaiseScore(level.score[SC_PEARL]);
11963 case EL_BD_BUTTERFLY:
11964 case EL_SP_ELECTRON:
11965 RaiseScore(level.score[SC_BUG]);
11968 case EL_BD_FIREFLY:
11969 case EL_SP_SNIKSNAK:
11970 RaiseScore(level.score[SC_SPACESHIP]);
11973 case EL_DARK_YAMYAM:
11974 RaiseScore(level.score[SC_YAMYAM]);
11977 RaiseScore(level.score[SC_ROBOT]);
11980 RaiseScore(level.score[SC_PACMAN]);
11983 RaiseScore(level.score[SC_NUT]);
11986 case EL_SP_DISK_RED:
11987 case EL_DYNABOMB_INCREASE_NUMBER:
11988 case EL_DYNABOMB_INCREASE_SIZE:
11989 case EL_DYNABOMB_INCREASE_POWER:
11990 RaiseScore(level.score[SC_DYNAMITE]);
11992 case EL_SHIELD_NORMAL:
11993 case EL_SHIELD_DEADLY:
11994 RaiseScore(level.score[SC_SHIELD]);
11996 case EL_EXTRA_TIME:
11997 RaiseScore(level.score[SC_TIME_BONUS]);
12003 RaiseScore(level.score[SC_KEY]);
12006 RaiseScore(element_info[element].collect_score);
12011 void RequestQuitGame(boolean ask_if_really_quit)
12013 if (AllPlayersGone ||
12014 !ask_if_really_quit ||
12015 level_editor_test_game ||
12016 Request("Do you really want to quit the game ?",
12017 REQ_ASK | REQ_STAY_CLOSED))
12019 #if defined(NETWORK_AVALIABLE)
12020 if (options.network)
12021 SendToServer_StopPlaying();
12025 game_status = GAME_MODE_MAIN;
12033 if (tape.playing && tape.deactivate_display)
12034 TapeDeactivateDisplayOff(TRUE);
12037 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
12040 if (tape.playing && tape.deactivate_display)
12041 TapeDeactivateDisplayOn();
12048 /* ---------- new game button stuff ---------------------------------------- */
12050 /* graphic position values for game buttons */
12051 #define GAME_BUTTON_XSIZE 30
12052 #define GAME_BUTTON_YSIZE 30
12053 #define GAME_BUTTON_XPOS 5
12054 #define GAME_BUTTON_YPOS 215
12055 #define SOUND_BUTTON_XPOS 5
12056 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
12058 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12059 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12060 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12061 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12062 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12063 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12070 } gamebutton_info[NUM_GAME_BUTTONS] =
12073 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
12078 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
12079 GAME_CTRL_ID_PAUSE,
12083 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
12088 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
12089 SOUND_CTRL_ID_MUSIC,
12090 "background music on/off"
12093 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
12094 SOUND_CTRL_ID_LOOPS,
12095 "sound loops on/off"
12098 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
12099 SOUND_CTRL_ID_SIMPLE,
12100 "normal sounds on/off"
12104 void CreateGameButtons()
12108 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12110 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
12111 struct GadgetInfo *gi;
12114 unsigned long event_mask;
12115 int gd_xoffset, gd_yoffset;
12116 int gd_x1, gd_x2, gd_y1, gd_y2;
12119 gd_xoffset = gamebutton_info[i].x;
12120 gd_yoffset = gamebutton_info[i].y;
12121 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
12122 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
12124 if (id == GAME_CTRL_ID_STOP ||
12125 id == GAME_CTRL_ID_PAUSE ||
12126 id == GAME_CTRL_ID_PLAY)
12128 button_type = GD_TYPE_NORMAL_BUTTON;
12130 event_mask = GD_EVENT_RELEASED;
12131 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12132 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12136 button_type = GD_TYPE_CHECK_BUTTON;
12138 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
12139 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
12140 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
12141 event_mask = GD_EVENT_PRESSED;
12142 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
12143 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12146 gi = CreateGadget(GDI_CUSTOM_ID, id,
12147 GDI_INFO_TEXT, gamebutton_info[i].infotext,
12148 GDI_X, DX + gd_xoffset,
12149 GDI_Y, DY + gd_yoffset,
12150 GDI_WIDTH, GAME_BUTTON_XSIZE,
12151 GDI_HEIGHT, GAME_BUTTON_YSIZE,
12152 GDI_TYPE, button_type,
12153 GDI_STATE, GD_BUTTON_UNPRESSED,
12154 GDI_CHECKED, checked,
12155 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
12156 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
12157 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
12158 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
12159 GDI_EVENT_MASK, event_mask,
12160 GDI_CALLBACK_ACTION, HandleGameButtons,
12164 Error(ERR_EXIT, "cannot create gadget");
12166 game_gadget[id] = gi;
12170 void FreeGameButtons()
12174 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12175 FreeGadget(game_gadget[i]);
12178 static void MapGameButtons()
12182 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12183 MapGadget(game_gadget[i]);
12186 void UnmapGameButtons()
12190 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12191 UnmapGadget(game_gadget[i]);
12194 static void HandleGameButtons(struct GadgetInfo *gi)
12196 int id = gi->custom_id;
12198 if (game_status != GAME_MODE_PLAYING)
12203 case GAME_CTRL_ID_STOP:
12204 RequestQuitGame(TRUE);
12207 case GAME_CTRL_ID_PAUSE:
12208 if (options.network)
12210 #if defined(NETWORK_AVALIABLE)
12212 SendToServer_ContinuePlaying();
12214 SendToServer_PausePlaying();
12218 TapeTogglePause(TAPE_TOGGLE_MANUAL);
12221 case GAME_CTRL_ID_PLAY:
12224 #if defined(NETWORK_AVALIABLE)
12225 if (options.network)
12226 SendToServer_ContinuePlaying();
12230 tape.pausing = FALSE;
12231 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
12236 case SOUND_CTRL_ID_MUSIC:
12237 if (setup.sound_music)
12239 setup.sound_music = FALSE;
12242 else if (audio.music_available)
12244 setup.sound = setup.sound_music = TRUE;
12246 SetAudioMode(setup.sound);
12252 case SOUND_CTRL_ID_LOOPS:
12253 if (setup.sound_loops)
12254 setup.sound_loops = FALSE;
12255 else if (audio.loops_available)
12257 setup.sound = setup.sound_loops = TRUE;
12258 SetAudioMode(setup.sound);
12262 case SOUND_CTRL_ID_SIMPLE:
12263 if (setup.sound_simple)
12264 setup.sound_simple = FALSE;
12265 else if (audio.sound_available)
12267 setup.sound = setup.sound_simple = TRUE;
12268 SetAudioMode(setup.sound);