1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
42 /* for MovePlayer() */
43 #define MF_NO_ACTION 0
47 /* for ScrollPlayer() */
49 #define SCROLL_GO_ON 1
52 #define EX_PHASE_START 0
53 #define EX_TYPE_NONE 0
54 #define EX_TYPE_NORMAL (1 << 0)
55 #define EX_TYPE_CENTER (1 << 1)
56 #define EX_TYPE_BORDER (1 << 2)
57 #define EX_TYPE_CROSS (1 << 3)
58 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
60 /* special positions in the game control window (relative to control window) */
63 #define XX_EMERALDS 29
64 #define YY_EMERALDS 54
65 #define XX_DYNAMITE 29
66 #define YY_DYNAMITE 89
75 /* special positions in the game control window (relative to main window) */
76 #define DX_LEVEL (DX + XX_LEVEL)
77 #define DY_LEVEL (DY + YY_LEVEL)
78 #define DX_EMERALDS (DX + XX_EMERALDS)
79 #define DY_EMERALDS (DY + YY_EMERALDS)
80 #define DX_DYNAMITE (DX + XX_DYNAMITE)
81 #define DY_DYNAMITE (DY + YY_DYNAMITE)
82 #define DX_KEYS (DX + XX_KEYS)
83 #define DY_KEYS (DY + YY_KEYS)
84 #define DX_SCORE (DX + XX_SCORE)
85 #define DY_SCORE (DY + YY_SCORE)
86 #define DX_TIME1 (DX + XX_TIME1)
87 #define DX_TIME2 (DX + XX_TIME2)
88 #define DY_TIME (DY + YY_TIME)
90 /* values for initial player move delay (initial delay counter value) */
91 #define INITIAL_MOVE_DELAY_OFF -1
92 #define INITIAL_MOVE_DELAY_ON 0
94 /* values for player movement speed (which is in fact a delay value) */
95 #define MOVE_DELAY_MIN_SPEED 32
96 #define MOVE_DELAY_NORMAL_SPEED 8
97 #define MOVE_DELAY_HIGH_SPEED 4
98 #define MOVE_DELAY_MAX_SPEED 1
101 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
102 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
104 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
105 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
107 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
108 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
110 /* values for other actions */
111 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
112 #define MOVE_STEPSIZE_MIN (1)
113 #define MOVE_STEPSIZE_MAX (TILEX)
115 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
116 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
118 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
120 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
121 RND(element_info[e].push_delay_random))
122 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
123 RND(element_info[e].drop_delay_random))
124 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
125 RND(element_info[e].move_delay_random))
126 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
127 (element_info[e].move_delay_random))
128 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
129 RND((c)->delay_random * (c)->delay_frames))
131 #define GET_TARGET_ELEMENT(e, ch) \
132 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
133 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
135 #define GET_VALID_PLAYER_ELEMENT(e) \
136 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
138 #define CAN_GROW_INTO(e) \
139 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
141 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
151 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
152 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
153 (CAN_MOVE_INTO_ACID(e) && \
154 Feld[x][y] == EL_ACID) || \
157 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
158 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
160 (CAN_MOVE_INTO_ACID(e) && \
161 Feld[x][y] == EL_ACID) || \
162 (DONT_COLLIDE_WITH(e) && \
164 !PLAYER_ENEMY_PROTECTED(x, y))))
166 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
169 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
175 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
178 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
181 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
184 #define PIG_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
187 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
189 IS_FOOD_PENGUIN(Feld[x][y])))
190 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
191 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
193 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
196 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
199 #define GROUP_NR(e) ((e) - EL_GROUP_START)
200 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
201 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
202 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
204 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
205 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
207 #define CE_ENTER_FIELD_COND(e, x, y) \
208 (!IS_PLAYER(x, y) && \
209 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
211 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
212 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
214 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
215 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
217 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
218 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
219 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
220 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
222 /* game button identifiers */
223 #define GAME_CTRL_ID_STOP 0
224 #define GAME_CTRL_ID_PAUSE 1
225 #define GAME_CTRL_ID_PLAY 2
226 #define SOUND_CTRL_ID_MUSIC 3
227 #define SOUND_CTRL_ID_LOOPS 4
228 #define SOUND_CTRL_ID_SIMPLE 5
230 #define NUM_GAME_BUTTONS 6
233 /* forward declaration for internal use */
235 static void AdvanceFrameAndPlayerCounters(int);
237 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
238 static boolean MovePlayer(struct PlayerInfo *, int, int);
239 static void ScrollPlayer(struct PlayerInfo *, int);
240 static void ScrollScreen(struct PlayerInfo *, int);
242 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
244 static void InitBeltMovement(void);
245 static void CloseAllOpenTimegates(void);
246 static void CheckGravityMovement(struct PlayerInfo *);
247 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
248 static void KillPlayerUnlessEnemyProtected(int, int);
249 static void KillPlayerUnlessExplosionProtected(int, int);
251 static void TestIfPlayerTouchesCustomElement(int, int);
252 static void TestIfElementTouchesCustomElement(int, int);
253 static void TestIfElementHitsCustomElement(int, int, int);
255 static void TestIfElementSmashesCustomElement(int, int, int);
258 static void ChangeElement(int, int, int);
260 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
261 #define CheckTriggeredElementChange(e, ev) \
262 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
263 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
264 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
265 #define CheckTriggeredElementChangeBySide(e, ev, s) \
266 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
267 #define CheckTriggeredElementChangeByPage(e, ev, p) \
268 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
270 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
271 #define CheckElementChange(x, y, e, te, ev) \
272 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
273 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
274 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
275 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
276 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
278 static void PlayLevelSound(int, int, int);
279 static void PlayLevelSoundNearest(int, int, int);
280 static void PlayLevelSoundAction(int, int, int);
281 static void PlayLevelSoundElementAction(int, int, int, int);
282 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
283 static void PlayLevelSoundActionIfLoop(int, int, int);
284 static void StopLevelSoundActionIfLoop(int, int, int);
285 static void PlayLevelMusic();
287 static void MapGameButtons();
288 static void HandleGameButtons(struct GadgetInfo *);
290 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
293 /* ------------------------------------------------------------------------- */
294 /* definition of elements that automatically change to other elements after */
295 /* a specified time, eventually calling a function when changing */
296 /* ------------------------------------------------------------------------- */
298 /* forward declaration for changer functions */
299 static void InitBuggyBase(int x, int y);
300 static void WarnBuggyBase(int x, int y);
302 static void InitTrap(int x, int y);
303 static void ActivateTrap(int x, int y);
304 static void ChangeActiveTrap(int x, int y);
306 static void InitRobotWheel(int x, int y);
307 static void RunRobotWheel(int x, int y);
308 static void StopRobotWheel(int x, int y);
310 static void InitTimegateWheel(int x, int y);
311 static void RunTimegateWheel(int x, int y);
313 struct ChangingElementInfo
318 void (*pre_change_function)(int x, int y);
319 void (*change_function)(int x, int y);
320 void (*post_change_function)(int x, int y);
323 static struct ChangingElementInfo change_delay_list[] =
374 EL_SWITCHGATE_OPENING,
382 EL_SWITCHGATE_CLOSING,
383 EL_SWITCHGATE_CLOSED,
415 EL_ACID_SPLASH_RIGHT,
424 EL_SP_BUGGY_BASE_ACTIVATING,
431 EL_SP_BUGGY_BASE_ACTIVATING,
432 EL_SP_BUGGY_BASE_ACTIVE,
439 EL_SP_BUGGY_BASE_ACTIVE,
463 EL_ROBOT_WHEEL_ACTIVE,
471 EL_TIMEGATE_SWITCH_ACTIVE,
492 int push_delay_fixed, push_delay_random;
497 { EL_BALLOON, 0, 0 },
499 { EL_SOKOBAN_OBJECT, 2, 0 },
500 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
501 { EL_SATELLITE, 2, 0 },
502 { EL_SP_DISK_YELLOW, 2, 0 },
504 { EL_UNDEFINED, 0, 0 },
512 move_stepsize_list[] =
514 { EL_AMOEBA_DROP, 2 },
515 { EL_AMOEBA_DROPPING, 2 },
516 { EL_QUICKSAND_FILLING, 1 },
517 { EL_QUICKSAND_EMPTYING, 1 },
518 { EL_MAGIC_WALL_FILLING, 2 },
519 { EL_BD_MAGIC_WALL_FILLING, 2 },
520 { EL_MAGIC_WALL_EMPTYING, 2 },
521 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
531 collect_count_list[] =
534 { EL_BD_DIAMOND, 1 },
535 { EL_EMERALD_YELLOW, 1 },
536 { EL_EMERALD_RED, 1 },
537 { EL_EMERALD_PURPLE, 1 },
539 { EL_SP_INFOTRON, 1 },
551 access_direction_list[] =
553 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
554 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
555 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
556 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
557 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
558 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
559 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
560 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
561 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
562 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
563 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
565 { EL_SP_PORT_LEFT, MV_RIGHT },
566 { EL_SP_PORT_RIGHT, MV_LEFT },
567 { EL_SP_PORT_UP, MV_DOWN },
568 { EL_SP_PORT_DOWN, MV_UP },
569 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
570 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
571 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
572 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
573 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
574 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
575 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
576 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
577 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
578 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
579 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
580 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
581 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
582 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
583 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
585 { EL_UNDEFINED, MV_NONE }
588 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
590 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
591 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
592 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
593 IS_JUST_CHANGING(x, y))
595 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
598 void GetPlayerConfig()
600 if (!audio.sound_available)
601 setup.sound_simple = FALSE;
603 if (!audio.loops_available)
604 setup.sound_loops = FALSE;
606 if (!audio.music_available)
607 setup.sound_music = FALSE;
609 if (!video.fullscreen_available)
610 setup.fullscreen = FALSE;
612 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
614 SetAudioMode(setup.sound);
618 static int getBeltNrFromBeltElement(int element)
620 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
621 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
622 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
625 static int getBeltNrFromBeltActiveElement(int element)
627 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
628 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
629 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
632 static int getBeltNrFromBeltSwitchElement(int element)
634 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
635 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
636 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
639 static int getBeltDirNrFromBeltSwitchElement(int element)
641 static int belt_base_element[4] =
643 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
644 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
645 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
646 EL_CONVEYOR_BELT_4_SWITCH_LEFT
649 int belt_nr = getBeltNrFromBeltSwitchElement(element);
650 int belt_dir_nr = element - belt_base_element[belt_nr];
652 return (belt_dir_nr % 3);
655 static int getBeltDirFromBeltSwitchElement(int element)
657 static int belt_move_dir[3] =
664 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
666 return belt_move_dir[belt_dir_nr];
669 static void InitPlayerField(int x, int y, int element, boolean init_game)
671 if (element == EL_SP_MURPHY)
675 if (stored_player[0].present)
677 Feld[x][y] = EL_SP_MURPHY_CLONE;
683 stored_player[0].use_murphy_graphic = TRUE;
686 Feld[x][y] = EL_PLAYER_1;
692 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
693 int jx = player->jx, jy = player->jy;
695 player->present = TRUE;
697 player->block_last_field = (element == EL_SP_MURPHY ?
698 level.sp_block_last_field :
699 level.block_last_field);
701 /* ---------- initialize player's last field block delay --------------- */
703 /* always start with reliable default value (no adjustment needed) */
704 player->block_delay_adjustment = 0;
706 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
707 if (player->block_last_field && element == EL_SP_MURPHY)
708 player->block_delay_adjustment = 1;
710 /* special case 2: in game engines before 3.1.1, blocking was different */
711 if (game.use_block_last_field_bug)
712 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
714 if (!options.network || player->connected)
716 player->active = TRUE;
718 /* remove potentially duplicate players */
719 if (StorePlayer[jx][jy] == Feld[x][y])
720 StorePlayer[jx][jy] = 0;
722 StorePlayer[x][y] = Feld[x][y];
726 printf("Player %d activated.\n", player->element_nr);
727 printf("[Local player is %d and currently %s.]\n",
728 local_player->element_nr,
729 local_player->active ? "active" : "not active");
733 Feld[x][y] = EL_EMPTY;
735 player->jx = player->last_jx = x;
736 player->jy = player->last_jy = y;
740 static void InitField(int x, int y, boolean init_game)
742 int element = Feld[x][y];
751 InitPlayerField(x, y, element, init_game);
754 case EL_SOKOBAN_FIELD_PLAYER:
755 element = Feld[x][y] = EL_PLAYER_1;
756 InitField(x, y, init_game);
758 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
759 InitField(x, y, init_game);
762 case EL_SOKOBAN_FIELD_EMPTY:
763 local_player->sokobanfields_still_needed++;
767 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
768 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
769 else if (x > 0 && Feld[x-1][y] == EL_ACID)
770 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
771 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
772 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
773 else if (y > 0 && Feld[x][y-1] == EL_ACID)
774 Feld[x][y] = EL_ACID_POOL_BOTTOM;
775 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
776 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
784 case EL_SPACESHIP_RIGHT:
785 case EL_SPACESHIP_UP:
786 case EL_SPACESHIP_LEFT:
787 case EL_SPACESHIP_DOWN:
789 case EL_BD_BUTTERFLY_RIGHT:
790 case EL_BD_BUTTERFLY_UP:
791 case EL_BD_BUTTERFLY_LEFT:
792 case EL_BD_BUTTERFLY_DOWN:
793 case EL_BD_BUTTERFLY:
794 case EL_BD_FIREFLY_RIGHT:
795 case EL_BD_FIREFLY_UP:
796 case EL_BD_FIREFLY_LEFT:
797 case EL_BD_FIREFLY_DOWN:
799 case EL_PACMAN_RIGHT:
823 if (y == lev_fieldy - 1)
825 Feld[x][y] = EL_AMOEBA_GROWING;
826 Store[x][y] = EL_AMOEBA_WET;
830 case EL_DYNAMITE_ACTIVE:
831 case EL_SP_DISK_RED_ACTIVE:
832 case EL_DYNABOMB_PLAYER_1_ACTIVE:
833 case EL_DYNABOMB_PLAYER_2_ACTIVE:
834 case EL_DYNABOMB_PLAYER_3_ACTIVE:
835 case EL_DYNABOMB_PLAYER_4_ACTIVE:
840 local_player->lights_still_needed++;
844 local_player->friends_still_needed++;
849 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
852 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
853 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
854 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
855 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
856 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
857 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
858 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
859 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
860 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
861 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
862 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
863 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
866 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
867 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
868 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
870 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
872 game.belt_dir[belt_nr] = belt_dir;
873 game.belt_dir_nr[belt_nr] = belt_dir_nr;
875 else /* more than one switch -- set it like the first switch */
877 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
882 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
884 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
887 case EL_LIGHT_SWITCH_ACTIVE:
889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
893 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
895 else if (IS_GROUP_ELEMENT(element))
897 struct ElementGroupInfo *group = element_info[element].group;
898 int last_anim_random_frame = gfx.anim_random_frame;
901 if (group->choice_mode == ANIM_RANDOM)
902 gfx.anim_random_frame = RND(group->num_elements_resolved);
904 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
905 group->choice_mode, 0,
908 if (group->choice_mode == ANIM_RANDOM)
909 gfx.anim_random_frame = last_anim_random_frame;
913 Feld[x][y] = group->element_resolved[element_pos];
915 InitField(x, y, init_game);
920 #if USE_NEW_COLLECT_COUNT
921 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
925 static inline void InitField_WithBug1(int x, int y, boolean init_game)
927 InitField(x, y, init_game);
929 /* not needed to call InitMovDir() -- already done by InitField()! */
930 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
931 CAN_MOVE(Feld[x][y]))
935 static inline void InitField_WithBug2(int x, int y, boolean init_game)
937 int old_element = Feld[x][y];
939 InitField(x, y, init_game);
941 /* not needed to call InitMovDir() -- already done by InitField()! */
942 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
943 CAN_MOVE(old_element) &&
944 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
947 /* this case is in fact a combination of not less than three bugs:
948 first, it calls InitMovDir() for elements that can move, although this is
949 already done by InitField(); then, it checks the element that was at this
950 field _before_ the call to InitField() (which can change it); lastly, it
951 was not called for "mole with direction" elements, which were treated as
952 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
956 inline void DrawGameValue_Emeralds(int value)
958 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
961 inline void DrawGameValue_Dynamite(int value)
963 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
966 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
970 /* currently only 4 of 8 possible keys are displayed */
971 for (i = 0; i < STD_NUM_KEYS; i++)
974 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
975 el2edimg(EL_KEY_1 + i));
977 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
978 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
979 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
983 inline void DrawGameValue_Score(int value)
985 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
988 inline void DrawGameValue_Time(int value)
991 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
993 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
996 inline void DrawGameValue_Level(int value)
999 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1002 /* misuse area for displaying emeralds to draw bigger level number */
1003 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1004 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1006 /* now copy it to the area for displaying level number */
1007 BlitBitmap(drawto, drawto,
1008 DX_EMERALDS, DY_EMERALDS + 1,
1009 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1010 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1011 DX_LEVEL - 1, DY_LEVEL + 1);
1013 /* restore the area for displaying emeralds */
1014 DrawGameValue_Emeralds(local_player->gems_still_needed);
1016 /* yes, this is all really ugly :-) */
1020 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1023 int key[MAX_NUM_KEYS];
1026 for (i = 0; i < MAX_NUM_KEYS; i++)
1027 key[i] = key_bits & (1 << i);
1029 DrawGameValue_Level(level_nr);
1031 DrawGameValue_Emeralds(emeralds);
1032 DrawGameValue_Dynamite(dynamite);
1033 DrawGameValue_Score(score);
1034 DrawGameValue_Time(time);
1036 DrawGameValue_Keys(key);
1039 void DrawGameDoorValues()
1043 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1045 DrawGameDoorValues_EM();
1050 DrawGameValue_Level(level_nr);
1052 DrawGameValue_Emeralds(local_player->gems_still_needed);
1053 DrawGameValue_Dynamite(local_player->inventory_size);
1054 DrawGameValue_Score(local_player->score);
1055 DrawGameValue_Time(TimeLeft);
1057 for (i = 0; i < MAX_PLAYERS; i++)
1058 DrawGameValue_Keys(stored_player[i].key);
1061 static void resolve_group_element(int group_element, int recursion_depth)
1063 static int group_nr;
1064 static struct ElementGroupInfo *group;
1065 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1068 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1070 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1071 group_element - EL_GROUP_START + 1);
1073 /* replace element which caused too deep recursion by question mark */
1074 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1079 if (recursion_depth == 0) /* initialization */
1081 group = element_info[group_element].group;
1082 group_nr = group_element - EL_GROUP_START;
1084 group->num_elements_resolved = 0;
1085 group->choice_pos = 0;
1088 for (i = 0; i < actual_group->num_elements; i++)
1090 int element = actual_group->element[i];
1092 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1095 if (IS_GROUP_ELEMENT(element))
1096 resolve_group_element(element, recursion_depth + 1);
1099 group->element_resolved[group->num_elements_resolved++] = element;
1100 element_info[element].in_group[group_nr] = TRUE;
1107 =============================================================================
1109 -----------------------------------------------------------------------------
1110 initialize game engine due to level / tape version number
1111 =============================================================================
1114 static void InitGameEngine()
1118 /* set game engine from tape file when re-playing, else from level file */
1119 game.engine_version = (tape.playing ? tape.engine_version :
1120 level.game_version);
1122 /* ---------------------------------------------------------------------- */
1123 /* set flags for bugs and changes according to active game engine version */
1124 /* ---------------------------------------------------------------------- */
1127 Summary of bugfix/change:
1128 Fixed handling for custom elements that change when pushed by the player.
1130 Fixed/changed in version:
1134 Before 3.1.0, custom elements that "change when pushing" changed directly
1135 after the player started pushing them (until then handled in "DigField()").
1136 Since 3.1.0, these custom elements are not changed until the "pushing"
1137 move of the element is finished (now handled in "ContinueMoving()").
1139 Affected levels/tapes:
1140 The first condition is generally needed for all levels/tapes before version
1141 3.1.0, which might use the old behaviour before it was changed; known tapes
1142 that are affected are some tapes from the level set "Walpurgis Gardens" by
1144 The second condition is an exception from the above case and is needed for
1145 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1146 above (including some development versions of 3.1.0), but before it was
1147 known that this change would break tapes like the above and was fixed in
1148 3.1.1, so that the changed behaviour was active although the engine version
1149 while recording maybe was before 3.1.0. There is at least one tape that is
1150 affected by this exception, which is the tape for the one-level set "Bug
1151 Machine" by Juergen Bonhagen.
1154 game.use_change_when_pushing_bug =
1155 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1157 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1158 tape.game_version < VERSION_IDENT(3,1,1,0)));
1161 Summary of bugfix/change:
1162 Fixed handling for blocking the field the player leaves when moving.
1164 Fixed/changed in version:
1168 Before 3.1.1, when "block last field when moving" was enabled, the field
1169 the player is leaving when moving was blocked for the time of the move,
1170 and was directly unblocked afterwards. This resulted in the last field
1171 being blocked for exactly one less than the number of frames of one player
1172 move. Additionally, even when blocking was disabled, the last field was
1173 blocked for exactly one frame.
1174 Since 3.1.1, due to changes in player movement handling, the last field
1175 is not blocked at all when blocking is disabled. When blocking is enabled,
1176 the last field is blocked for exactly the number of frames of one player
1177 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1178 last field is blocked for exactly one more than the number of frames of
1181 Affected levels/tapes:
1182 (!!! yet to be determined -- probably many !!!)
1185 game.use_block_last_field_bug =
1186 (game.engine_version < VERSION_IDENT(3,1,1,0));
1188 /* ---------------------------------------------------------------------- */
1190 /* dynamically adjust element properties according to game engine version */
1191 InitElementPropertiesEngine(game.engine_version);
1194 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1195 printf(" tape version == %06d [%s] [file: %06d]\n",
1196 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1198 printf(" => game.engine_version == %06d\n", game.engine_version);
1201 /* ---------- recursively resolve group elements ------------------------- */
1203 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1204 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1205 element_info[i].in_group[j] = FALSE;
1207 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1208 resolve_group_element(EL_GROUP_START + i, 0);
1210 /* ---------- initialize player's initial move delay --------------------- */
1212 /* dynamically adjust player properties according to level information */
1213 game.initial_move_delay_value =
1214 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1216 /* dynamically adjust player properties according to game engine version */
1217 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1218 game.initial_move_delay_value : 0);
1220 /* ---------- initialize player's initial push delay --------------------- */
1222 /* dynamically adjust player properties according to game engine version */
1223 game.initial_push_delay_value =
1224 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1226 /* ---------- initialize changing elements ------------------------------- */
1228 /* initialize changing elements information */
1229 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1231 struct ElementInfo *ei = &element_info[i];
1233 /* this pointer might have been changed in the level editor */
1234 ei->change = &ei->change_page[0];
1236 if (!IS_CUSTOM_ELEMENT(i))
1238 ei->change->target_element = EL_EMPTY_SPACE;
1239 ei->change->delay_fixed = 0;
1240 ei->change->delay_random = 0;
1241 ei->change->delay_frames = 1;
1244 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1246 ei->has_change_event[j] = FALSE;
1248 ei->event_page_nr[j] = 0;
1249 ei->event_page[j] = &ei->change_page[0];
1253 /* add changing elements from pre-defined list */
1254 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1256 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1257 struct ElementInfo *ei = &element_info[ch_delay->element];
1259 ei->change->target_element = ch_delay->target_element;
1260 ei->change->delay_fixed = ch_delay->change_delay;
1262 ei->change->pre_change_function = ch_delay->pre_change_function;
1263 ei->change->change_function = ch_delay->change_function;
1264 ei->change->post_change_function = ch_delay->post_change_function;
1266 ei->change->can_change = TRUE;
1267 ei->change->can_change_or_has_action = TRUE;
1269 ei->has_change_event[CE_DELAY] = TRUE;
1271 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1272 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1275 /* ---------- initialize internal run-time variables ------------- */
1277 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1279 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1281 for (j = 0; j < ei->num_change_pages; j++)
1283 ei->change_page[j].can_change_or_has_action =
1284 (ei->change_page[j].can_change |
1285 ei->change_page[j].has_action);
1289 /* add change events from custom element configuration */
1290 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1292 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1294 for (j = 0; j < ei->num_change_pages; j++)
1296 if (!ei->change_page[j].can_change_or_has_action)
1299 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1301 /* only add event page for the first page found with this event */
1302 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1304 ei->has_change_event[k] = TRUE;
1306 ei->event_page_nr[k] = j;
1307 ei->event_page[k] = &ei->change_page[j];
1313 /* ---------- initialize run-time trigger player and element ------------- */
1315 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1317 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1319 for (j = 0; j < ei->num_change_pages; j++)
1321 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1322 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1326 /* ---------- initialize trigger events ---------------------------------- */
1328 /* initialize trigger events information */
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1330 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1331 trigger_events[i][j] = FALSE;
1333 /* add trigger events from element change event properties */
1334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1336 struct ElementInfo *ei = &element_info[i];
1338 for (j = 0; j < ei->num_change_pages; j++)
1340 if (!ei->change_page[j].can_change_or_has_action)
1343 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1345 int trigger_element = ei->change_page[j].trigger_element;
1347 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1349 if (ei->change_page[j].has_event[k])
1351 if (IS_GROUP_ELEMENT(trigger_element))
1353 struct ElementGroupInfo *group =
1354 element_info[trigger_element].group;
1356 for (l = 0; l < group->num_elements_resolved; l++)
1357 trigger_events[group->element_resolved[l]][k] = TRUE;
1360 trigger_events[trigger_element][k] = TRUE;
1367 /* ---------- initialize push delay -------------------------------------- */
1369 /* initialize push delay values to default */
1370 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1372 if (!IS_CUSTOM_ELEMENT(i))
1374 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1375 element_info[i].push_delay_random = game.default_push_delay_random;
1379 /* set push delay value for certain elements from pre-defined list */
1380 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1382 int e = push_delay_list[i].element;
1384 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1385 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1388 /* set push delay value for Supaplex elements for newer engine versions */
1389 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1391 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1393 if (IS_SP_ELEMENT(i))
1395 /* set SP push delay to just enough to push under a falling zonk */
1396 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1398 element_info[i].push_delay_fixed = delay;
1399 element_info[i].push_delay_random = 0;
1404 /* ---------- initialize move stepsize ----------------------------------- */
1406 /* initialize move stepsize values to default */
1407 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1408 if (!IS_CUSTOM_ELEMENT(i))
1409 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1411 /* set move stepsize value for certain elements from pre-defined list */
1412 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1414 int e = move_stepsize_list[i].element;
1416 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1419 /* ---------- initialize collect score ----------------------------------- */
1421 /* initialize collect score values for custom elements from initial value */
1422 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1423 if (IS_CUSTOM_ELEMENT(i))
1424 element_info[i].collect_score = element_info[i].collect_score_initial;
1426 /* ---------- initialize collect count ----------------------------------- */
1428 /* initialize collect count values for non-custom elements */
1429 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1430 if (!IS_CUSTOM_ELEMENT(i))
1431 element_info[i].collect_count_initial = 0;
1433 /* add collect count values for all elements from pre-defined list */
1434 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1435 element_info[collect_count_list[i].element].collect_count_initial =
1436 collect_count_list[i].count;
1438 /* ---------- initialize access direction -------------------------------- */
1440 /* initialize access direction values to default (access from every side) */
1441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1442 if (!IS_CUSTOM_ELEMENT(i))
1443 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1445 /* set access direction value for certain elements from pre-defined list */
1446 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1447 element_info[access_direction_list[i].element].access_direction =
1448 access_direction_list[i].direction;
1453 =============================================================================
1455 -----------------------------------------------------------------------------
1456 initialize and start new game
1457 =============================================================================
1462 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1463 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1464 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1469 /* don't play tapes over network */
1470 network_playing = (options.network && !tape.playing);
1472 for (i = 0; i < MAX_PLAYERS; i++)
1474 struct PlayerInfo *player = &stored_player[i];
1476 player->index_nr = i;
1477 player->index_bit = (1 << i);
1478 player->element_nr = EL_PLAYER_1 + i;
1480 player->present = FALSE;
1481 player->active = FALSE;
1484 player->effective_action = 0;
1485 player->programmed_action = 0;
1488 player->gems_still_needed = level.gems_needed;
1489 player->sokobanfields_still_needed = 0;
1490 player->lights_still_needed = 0;
1491 player->friends_still_needed = 0;
1493 for (j = 0; j < MAX_NUM_KEYS; j++)
1494 player->key[j] = FALSE;
1496 player->dynabomb_count = 0;
1497 player->dynabomb_size = 1;
1498 player->dynabombs_left = 0;
1499 player->dynabomb_xl = FALSE;
1501 player->MovDir = MV_NONE;
1504 player->GfxDir = MV_NONE;
1505 player->GfxAction = ACTION_DEFAULT;
1507 player->StepFrame = 0;
1509 player->use_murphy_graphic = FALSE;
1511 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1512 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1514 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1516 player->actual_frame_counter = 0;
1518 player->step_counter = 0;
1520 player->last_move_dir = MV_NONE;
1522 player->is_waiting = FALSE;
1523 player->is_moving = FALSE;
1524 player->is_auto_moving = FALSE;
1525 player->is_digging = FALSE;
1526 player->is_snapping = FALSE;
1527 player->is_collecting = FALSE;
1528 player->is_pushing = FALSE;
1529 player->is_switching = FALSE;
1530 player->is_dropping = FALSE;
1532 player->is_bored = FALSE;
1533 player->is_sleeping = FALSE;
1535 player->frame_counter_bored = -1;
1536 player->frame_counter_sleeping = -1;
1538 player->anim_delay_counter = 0;
1539 player->post_delay_counter = 0;
1541 player->action_waiting = ACTION_DEFAULT;
1542 player->last_action_waiting = ACTION_DEFAULT;
1543 player->special_action_bored = ACTION_DEFAULT;
1544 player->special_action_sleeping = ACTION_DEFAULT;
1546 player->num_special_action_bored = 0;
1547 player->num_special_action_sleeping = 0;
1549 /* determine number of special actions for bored and sleeping animation */
1550 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1552 boolean found = FALSE;
1554 for (k = 0; k < NUM_DIRECTIONS; k++)
1555 if (el_act_dir2img(player->element_nr, j, k) !=
1556 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1560 player->num_special_action_bored++;
1564 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1566 boolean found = FALSE;
1568 for (k = 0; k < NUM_DIRECTIONS; k++)
1569 if (el_act_dir2img(player->element_nr, j, k) !=
1570 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1574 player->num_special_action_sleeping++;
1579 player->switch_x = -1;
1580 player->switch_y = -1;
1582 player->drop_x = -1;
1583 player->drop_y = -1;
1585 player->show_envelope = 0;
1587 player->move_delay = game.initial_move_delay;
1588 player->move_delay_value = game.initial_move_delay_value;
1590 player->move_delay_value_next = -1;
1592 player->move_delay_reset_counter = 0;
1594 player->push_delay = -1; /* initialized when pushing starts */
1595 player->push_delay_value = game.initial_push_delay_value;
1597 player->drop_delay = 0;
1599 player->last_jx = player->last_jy = 0;
1600 player->jx = player->jy = 0;
1602 player->shield_normal_time_left = 0;
1603 player->shield_deadly_time_left = 0;
1605 player->inventory_infinite_element = EL_UNDEFINED;
1606 player->inventory_size = 0;
1608 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1609 SnapField(player, 0, 0);
1611 player->LevelSolved = FALSE;
1612 player->GameOver = FALSE;
1615 network_player_action_received = FALSE;
1617 #if defined(NETWORK_AVALIABLE)
1618 /* initial null action */
1619 if (network_playing)
1620 SendToServer_MovePlayer(MV_NONE);
1629 TimeLeft = level.time;
1632 ScreenMovDir = MV_NONE;
1636 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1638 AllPlayersGone = FALSE;
1640 game.yamyam_content_nr = 0;
1641 game.magic_wall_active = FALSE;
1642 game.magic_wall_time_left = 0;
1643 game.light_time_left = 0;
1644 game.timegate_time_left = 0;
1645 game.switchgate_pos = 0;
1646 game.wind_direction = level.wind_direction_initial;
1647 game.gravity = level.initial_gravity;
1648 game.explosions_delayed = TRUE;
1650 game.envelope_active = FALSE;
1652 for (i = 0; i < NUM_BELTS; i++)
1654 game.belt_dir[i] = MV_NONE;
1655 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1658 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1659 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1661 for (x = 0; x < lev_fieldx; x++)
1663 for (y = 0; y < lev_fieldy; y++)
1665 Feld[x][y] = level.field[x][y];
1666 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1667 ChangeDelay[x][y] = 0;
1668 ChangePage[x][y] = -1;
1669 #if USE_NEW_COLLECT_COUNT
1670 Count[x][y] = 0; /* initialized in InitField() */
1672 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1674 WasJustMoving[x][y] = 0;
1675 WasJustFalling[x][y] = 0;
1676 CheckCollision[x][y] = 0;
1678 Pushed[x][y] = FALSE;
1680 Changed[x][y] = FALSE;
1681 ChangeEvent[x][y] = -1;
1683 ExplodePhase[x][y] = 0;
1684 ExplodeDelay[x][y] = 0;
1685 ExplodeField[x][y] = EX_TYPE_NONE;
1687 RunnerVisit[x][y] = 0;
1688 PlayerVisit[x][y] = 0;
1691 GfxRandom[x][y] = INIT_GFX_RANDOM();
1692 GfxElement[x][y] = EL_UNDEFINED;
1693 GfxAction[x][y] = ACTION_DEFAULT;
1694 GfxDir[x][y] = MV_NONE;
1698 for (y = 0; y < lev_fieldy; y++)
1700 for (x = 0; x < lev_fieldx; x++)
1702 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1704 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1706 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1709 InitField(x, y, TRUE);
1715 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1716 emulate_sb ? EMU_SOKOBAN :
1717 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1719 #if USE_NEW_ALL_SLIPPERY
1720 /* initialize type of slippery elements */
1721 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1723 if (!IS_CUSTOM_ELEMENT(i))
1725 /* default: elements slip down either to the left or right randomly */
1726 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1728 /* SP style elements prefer to slip down on the left side */
1729 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1730 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1732 /* BD style elements prefer to slip down on the left side */
1733 if (game.emulation == EMU_BOULDERDASH)
1734 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1739 /* initialize explosion and ignition delay */
1740 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1742 if (!IS_CUSTOM_ELEMENT(i))
1745 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1746 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1747 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1748 int last_phase = (num_phase + 1) * delay;
1749 int half_phase = (num_phase / 2) * delay;
1751 element_info[i].explosion_delay = last_phase - 1;
1752 element_info[i].ignition_delay = half_phase;
1754 if (i == EL_BLACK_ORB)
1755 element_info[i].ignition_delay = 1;
1759 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1760 element_info[i].explosion_delay = 1;
1762 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1763 element_info[i].ignition_delay = 1;
1767 /* correct non-moving belts to start moving left */
1768 for (i = 0; i < NUM_BELTS; i++)
1769 if (game.belt_dir[i] == MV_NONE)
1770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1772 /* check if any connected player was not found in playfield */
1773 for (i = 0; i < MAX_PLAYERS; i++)
1775 struct PlayerInfo *player = &stored_player[i];
1777 if (player->connected && !player->present)
1779 for (j = 0; j < MAX_PLAYERS; j++)
1781 struct PlayerInfo *some_player = &stored_player[j];
1782 int jx = some_player->jx, jy = some_player->jy;
1784 /* assign first free player found that is present in the playfield */
1785 if (some_player->present && !some_player->connected)
1787 player->present = TRUE;
1788 player->active = TRUE;
1790 some_player->present = FALSE;
1791 some_player->active = FALSE;
1794 player->element_nr = some_player->element_nr;
1797 player->block_last_field = some_player->block_last_field;
1798 player->block_delay_adjustment = some_player->block_delay_adjustment;
1800 StorePlayer[jx][jy] = player->element_nr;
1801 player->jx = player->last_jx = jx;
1802 player->jy = player->last_jy = jy;
1812 /* when playing a tape, eliminate all players which do not participate */
1814 for (i = 0; i < MAX_PLAYERS; i++)
1816 if (stored_player[i].active && !tape.player_participates[i])
1818 struct PlayerInfo *player = &stored_player[i];
1819 int jx = player->jx, jy = player->jy;
1821 player->active = FALSE;
1822 StorePlayer[jx][jy] = 0;
1823 Feld[jx][jy] = EL_EMPTY;
1827 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1829 /* when in single player mode, eliminate all but the first active player */
1831 for (i = 0; i < MAX_PLAYERS; i++)
1833 if (stored_player[i].active)
1835 for (j = i + 1; j < MAX_PLAYERS; j++)
1837 if (stored_player[j].active)
1839 struct PlayerInfo *player = &stored_player[j];
1840 int jx = player->jx, jy = player->jy;
1842 player->active = FALSE;
1843 player->present = FALSE;
1845 StorePlayer[jx][jy] = 0;
1846 Feld[jx][jy] = EL_EMPTY;
1853 /* when recording the game, store which players take part in the game */
1856 for (i = 0; i < MAX_PLAYERS; i++)
1857 if (stored_player[i].active)
1858 tape.player_participates[i] = TRUE;
1863 for (i = 0; i < MAX_PLAYERS; i++)
1865 struct PlayerInfo *player = &stored_player[i];
1867 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1872 if (local_player == player)
1873 printf("Player %d is local player.\n", i+1);
1877 if (BorderElement == EL_EMPTY)
1880 SBX_Right = lev_fieldx - SCR_FIELDX;
1882 SBY_Lower = lev_fieldy - SCR_FIELDY;
1887 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1889 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1892 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1893 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1895 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1896 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1898 /* if local player not found, look for custom element that might create
1899 the player (make some assumptions about the right custom element) */
1900 if (!local_player->present)
1902 int start_x = 0, start_y = 0;
1903 int found_rating = 0;
1904 int found_element = EL_UNDEFINED;
1906 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1908 int element = Feld[x][y];
1913 if (!IS_CUSTOM_ELEMENT(element))
1916 if (CAN_CHANGE(element))
1918 for (i = 0; i < element_info[element].num_change_pages; i++)
1920 content = element_info[element].change_page[i].target_element;
1921 is_player = ELEM_IS_PLAYER(content);
1923 if (is_player && (found_rating < 3 || element < found_element))
1929 found_element = element;
1934 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1936 content = element_info[element].content.e[xx][yy];
1937 is_player = ELEM_IS_PLAYER(content);
1939 if (is_player && (found_rating < 2 || element < found_element))
1941 start_x = x + xx - 1;
1942 start_y = y + yy - 1;
1945 found_element = element;
1948 if (!CAN_CHANGE(element))
1951 for (i = 0; i < element_info[element].num_change_pages; i++)
1954 element_info[element].change_page[i].target_content.e[xx][yy];
1956 is_player = ELEM_IS_PLAYER(content);
1958 if (is_player && (found_rating < 1 || element < found_element))
1960 start_x = x + xx - 1;
1961 start_y = y + yy - 1;
1964 found_element = element;
1970 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1971 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1974 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1975 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1980 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1981 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1982 local_player->jx - MIDPOSX);
1984 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1985 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1986 local_player->jy - MIDPOSY);
1989 if (!game.restart_level)
1990 CloseDoor(DOOR_CLOSE_1);
1992 /* !!! FIX THIS (START) !!! */
1993 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1995 InitGameEngine_EM();
2002 /* after drawing the level, correct some elements */
2003 if (game.timegate_time_left == 0)
2004 CloseAllOpenTimegates();
2006 if (setup.soft_scrolling)
2007 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2009 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2012 /* !!! FIX THIS (END) !!! */
2014 if (!game.restart_level)
2016 /* copy default game door content to main double buffer */
2017 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2018 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2021 DrawGameDoorValues();
2023 if (!game.restart_level)
2027 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2028 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2029 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2033 /* copy actual game door content to door double buffer for OpenDoor() */
2034 BlitBitmap(drawto, bitmap_db_door,
2035 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2037 OpenDoor(DOOR_OPEN_ALL);
2039 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2041 if (setup.sound_music)
2044 KeyboardAutoRepeatOffUnlessAutoplay();
2048 for (i = 0; i < MAX_PLAYERS; i++)
2049 printf("Player %d %sactive.\n",
2050 i + 1, (stored_player[i].active ? "" : "not "));
2054 game.restart_level = FALSE;
2057 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2059 /* this is used for non-R'n'D game engines to update certain engine values */
2061 /* needed to determine if sounds are played within the visible screen area */
2062 scroll_x = actual_scroll_x;
2063 scroll_y = actual_scroll_y;
2066 void InitMovDir(int x, int y)
2068 int i, element = Feld[x][y];
2069 static int xy[4][2] =
2076 static int direction[3][4] =
2078 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2079 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2080 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2089 Feld[x][y] = EL_BUG;
2090 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2093 case EL_SPACESHIP_RIGHT:
2094 case EL_SPACESHIP_UP:
2095 case EL_SPACESHIP_LEFT:
2096 case EL_SPACESHIP_DOWN:
2097 Feld[x][y] = EL_SPACESHIP;
2098 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2101 case EL_BD_BUTTERFLY_RIGHT:
2102 case EL_BD_BUTTERFLY_UP:
2103 case EL_BD_BUTTERFLY_LEFT:
2104 case EL_BD_BUTTERFLY_DOWN:
2105 Feld[x][y] = EL_BD_BUTTERFLY;
2106 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2109 case EL_BD_FIREFLY_RIGHT:
2110 case EL_BD_FIREFLY_UP:
2111 case EL_BD_FIREFLY_LEFT:
2112 case EL_BD_FIREFLY_DOWN:
2113 Feld[x][y] = EL_BD_FIREFLY;
2114 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2117 case EL_PACMAN_RIGHT:
2119 case EL_PACMAN_LEFT:
2120 case EL_PACMAN_DOWN:
2121 Feld[x][y] = EL_PACMAN;
2122 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2125 case EL_SP_SNIKSNAK:
2126 MovDir[x][y] = MV_UP;
2129 case EL_SP_ELECTRON:
2130 MovDir[x][y] = MV_LEFT;
2137 Feld[x][y] = EL_MOLE;
2138 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2142 if (IS_CUSTOM_ELEMENT(element))
2144 struct ElementInfo *ei = &element_info[element];
2145 int move_direction_initial = ei->move_direction_initial;
2146 int move_pattern = ei->move_pattern;
2148 if (move_direction_initial == MV_START_PREVIOUS)
2150 if (MovDir[x][y] != MV_NONE)
2153 move_direction_initial = MV_START_AUTOMATIC;
2156 if (move_direction_initial == MV_START_RANDOM)
2157 MovDir[x][y] = 1 << RND(4);
2158 else if (move_direction_initial & MV_ANY_DIRECTION)
2159 MovDir[x][y] = move_direction_initial;
2160 else if (move_pattern == MV_ALL_DIRECTIONS ||
2161 move_pattern == MV_TURNING_LEFT ||
2162 move_pattern == MV_TURNING_RIGHT ||
2163 move_pattern == MV_TURNING_LEFT_RIGHT ||
2164 move_pattern == MV_TURNING_RIGHT_LEFT ||
2165 move_pattern == MV_TURNING_RANDOM)
2166 MovDir[x][y] = 1 << RND(4);
2167 else if (move_pattern == MV_HORIZONTAL)
2168 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2169 else if (move_pattern == MV_VERTICAL)
2170 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2171 else if (move_pattern & MV_ANY_DIRECTION)
2172 MovDir[x][y] = element_info[element].move_pattern;
2173 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2174 move_pattern == MV_ALONG_RIGHT_SIDE)
2176 /* use random direction as default start direction */
2177 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2178 MovDir[x][y] = 1 << RND(4);
2180 for (i = 0; i < NUM_DIRECTIONS; i++)
2182 int x1 = x + xy[i][0];
2183 int y1 = y + xy[i][1];
2185 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2187 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2188 MovDir[x][y] = direction[0][i];
2190 MovDir[x][y] = direction[1][i];
2199 MovDir[x][y] = 1 << RND(4);
2201 if (element != EL_BUG &&
2202 element != EL_SPACESHIP &&
2203 element != EL_BD_BUTTERFLY &&
2204 element != EL_BD_FIREFLY)
2207 for (i = 0; i < NUM_DIRECTIONS; i++)
2209 int x1 = x + xy[i][0];
2210 int y1 = y + xy[i][1];
2212 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2214 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2216 MovDir[x][y] = direction[0][i];
2219 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2220 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2222 MovDir[x][y] = direction[1][i];
2231 GfxDir[x][y] = MovDir[x][y];
2234 void InitAmoebaNr(int x, int y)
2237 int group_nr = AmoebeNachbarNr(x, y);
2241 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2243 if (AmoebaCnt[i] == 0)
2251 AmoebaNr[x][y] = group_nr;
2252 AmoebaCnt[group_nr]++;
2253 AmoebaCnt2[group_nr]++;
2259 boolean raise_level = FALSE;
2261 if (local_player->MovPos)
2264 if (tape.auto_play) /* tape might already be stopped here */
2265 tape.auto_play_level_solved = TRUE;
2267 local_player->LevelSolved = FALSE;
2269 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2273 if (!tape.playing && setup.sound_loops)
2274 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2275 SND_CTRL_PLAY_LOOP);
2277 while (TimeLeft > 0)
2279 if (!tape.playing && !setup.sound_loops)
2280 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2281 if (TimeLeft > 0 && !(TimeLeft % 10))
2282 RaiseScore(level.score[SC_TIME_BONUS]);
2283 if (TimeLeft > 100 && !(TimeLeft % 10))
2288 DrawGameValue_Time(TimeLeft);
2296 if (!tape.playing && setup.sound_loops)
2297 StopSound(SND_GAME_LEVELTIME_BONUS);
2299 else if (level.time == 0) /* level without time limit */
2301 if (!tape.playing && setup.sound_loops)
2302 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2303 SND_CTRL_PLAY_LOOP);
2305 while (TimePlayed < 999)
2307 if (!tape.playing && !setup.sound_loops)
2308 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2309 if (TimePlayed < 999 && !(TimePlayed % 10))
2310 RaiseScore(level.score[SC_TIME_BONUS]);
2311 if (TimePlayed < 900 && !(TimePlayed % 10))
2316 DrawGameValue_Time(TimePlayed);
2324 if (!tape.playing && setup.sound_loops)
2325 StopSound(SND_GAME_LEVELTIME_BONUS);
2328 /* close exit door after last player */
2329 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2330 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2331 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2333 int element = Feld[ExitX][ExitY];
2335 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2336 EL_SP_EXIT_CLOSING);
2338 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2341 /* player disappears */
2342 if (ExitX >= 0 && ExitY >= 0)
2343 DrawLevelField(ExitX, ExitY);
2350 CloseDoor(DOOR_CLOSE_1);
2355 SaveTape(tape.level_nr); /* Ask to save tape */
2358 if (level_nr == leveldir_current->handicap_level)
2360 leveldir_current->handicap_level++;
2361 SaveLevelSetup_SeriesInfo();
2364 if (level_editor_test_game)
2365 local_player->score = -1; /* no highscore when playing from editor */
2366 else if (level_nr < leveldir_current->last_level)
2367 raise_level = TRUE; /* advance to next level */
2369 if ((hi_pos = NewHiScore()) >= 0)
2371 game_status = GAME_MODE_SCORES;
2372 DrawHallOfFame(hi_pos);
2381 game_status = GAME_MODE_MAIN;
2398 LoadScore(level_nr);
2400 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2401 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2404 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2406 if (local_player->score > highscore[k].Score)
2408 /* player has made it to the hall of fame */
2410 if (k < MAX_SCORE_ENTRIES - 1)
2412 int m = MAX_SCORE_ENTRIES - 1;
2415 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2416 if (!strcmp(setup.player_name, highscore[l].Name))
2418 if (m == k) /* player's new highscore overwrites his old one */
2422 for (l = m; l > k; l--)
2424 strcpy(highscore[l].Name, highscore[l - 1].Name);
2425 highscore[l].Score = highscore[l - 1].Score;
2432 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2433 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2434 highscore[k].Score = local_player->score;
2440 else if (!strncmp(setup.player_name, highscore[k].Name,
2441 MAX_PLAYER_NAME_LEN))
2442 break; /* player already there with a higher score */
2448 SaveScore(level_nr);
2453 inline static int getElementMoveStepsize(int x, int y)
2455 int element = Feld[x][y];
2456 int direction = MovDir[x][y];
2457 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2458 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2459 int horiz_move = (dx != 0);
2460 int sign = (horiz_move ? dx : dy);
2461 int step = sign * element_info[element].move_stepsize;
2463 /* special values for move stepsize for spring and things on conveyor belt */
2467 if (element == EL_SPRING)
2468 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2469 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2470 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2471 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2473 if (CAN_FALL(element) &&
2474 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2475 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2476 else if (element == EL_SPRING)
2477 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2484 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2486 if (player->GfxAction != action || player->GfxDir != dir)
2489 printf("Player frame reset! (%d => %d, %d => %d)\n",
2490 player->GfxAction, action, player->GfxDir, dir);
2493 player->GfxAction = action;
2494 player->GfxDir = dir;
2496 player->StepFrame = 0;
2500 static void ResetRandomAnimationValue(int x, int y)
2502 GfxRandom[x][y] = INIT_GFX_RANDOM();
2505 static void ResetGfxAnimation(int x, int y)
2508 GfxAction[x][y] = ACTION_DEFAULT;
2509 GfxDir[x][y] = MovDir[x][y];
2512 void InitMovingField(int x, int y, int direction)
2514 int element = Feld[x][y];
2515 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2516 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2520 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2521 ResetGfxAnimation(x, y);
2523 MovDir[x][y] = direction;
2524 GfxDir[x][y] = direction;
2525 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2526 ACTION_FALLING : ACTION_MOVING);
2528 /* this is needed for CEs with property "can move" / "not moving" */
2530 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2532 if (Feld[newx][newy] == EL_EMPTY)
2533 Feld[newx][newy] = EL_BLOCKED;
2535 MovDir[newx][newy] = MovDir[x][y];
2537 #if USE_NEW_COLLECT_COUNT
2538 Count[newx][newy] = Count[x][y];
2541 GfxFrame[newx][newy] = GfxFrame[x][y];
2542 GfxRandom[newx][newy] = GfxRandom[x][y];
2543 GfxAction[newx][newy] = GfxAction[x][y];
2544 GfxDir[newx][newy] = GfxDir[x][y];
2548 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2550 int direction = MovDir[x][y];
2551 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2552 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2558 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2560 int oldx = x, oldy = y;
2561 int direction = MovDir[x][y];
2563 if (direction == MV_LEFT)
2565 else if (direction == MV_RIGHT)
2567 else if (direction == MV_UP)
2569 else if (direction == MV_DOWN)
2572 *comes_from_x = oldx;
2573 *comes_from_y = oldy;
2576 int MovingOrBlocked2Element(int x, int y)
2578 int element = Feld[x][y];
2580 if (element == EL_BLOCKED)
2584 Blocked2Moving(x, y, &oldx, &oldy);
2585 return Feld[oldx][oldy];
2591 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2593 /* like MovingOrBlocked2Element(), but if element is moving
2594 and (x,y) is the field the moving element is just leaving,
2595 return EL_BLOCKED instead of the element value */
2596 int element = Feld[x][y];
2598 if (IS_MOVING(x, y))
2600 if (element == EL_BLOCKED)
2604 Blocked2Moving(x, y, &oldx, &oldy);
2605 return Feld[oldx][oldy];
2614 static void RemoveField(int x, int y)
2616 Feld[x][y] = EL_EMPTY;
2622 #if USE_NEW_COLLECT_COUNT
2627 ChangeDelay[x][y] = 0;
2628 ChangePage[x][y] = -1;
2629 Pushed[x][y] = FALSE;
2632 ExplodeField[x][y] = EX_TYPE_NONE;
2635 GfxElement[x][y] = EL_UNDEFINED;
2636 GfxAction[x][y] = ACTION_DEFAULT;
2637 GfxDir[x][y] = MV_NONE;
2640 void RemoveMovingField(int x, int y)
2642 int oldx = x, oldy = y, newx = x, newy = y;
2643 int element = Feld[x][y];
2644 int next_element = EL_UNDEFINED;
2646 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2649 if (IS_MOVING(x, y))
2651 Moving2Blocked(x, y, &newx, &newy);
2653 if (Feld[newx][newy] != EL_BLOCKED)
2655 /* element is moving, but target field is not free (blocked), but
2656 already occupied by something different (example: acid pool);
2657 in this case, only remove the moving field, but not the target */
2659 RemoveField(oldx, oldy);
2661 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2663 DrawLevelField(oldx, oldy);
2668 else if (element == EL_BLOCKED)
2670 Blocked2Moving(x, y, &oldx, &oldy);
2671 if (!IS_MOVING(oldx, oldy))
2675 if (element == EL_BLOCKED &&
2676 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2677 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2678 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2679 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2680 next_element = get_next_element(Feld[oldx][oldy]);
2682 RemoveField(oldx, oldy);
2683 RemoveField(newx, newy);
2685 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2687 if (next_element != EL_UNDEFINED)
2688 Feld[oldx][oldy] = next_element;
2690 DrawLevelField(oldx, oldy);
2691 DrawLevelField(newx, newy);
2694 void DrawDynamite(int x, int y)
2696 int sx = SCREENX(x), sy = SCREENY(y);
2697 int graphic = el2img(Feld[x][y]);
2700 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2703 if (IS_WALKABLE_INSIDE(Back[x][y]))
2707 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2708 else if (Store[x][y])
2709 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2711 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2713 if (Back[x][y] || Store[x][y])
2714 DrawGraphicThruMask(sx, sy, graphic, frame);
2716 DrawGraphic(sx, sy, graphic, frame);
2719 void CheckDynamite(int x, int y)
2721 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2725 if (MovDelay[x][y] != 0)
2728 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2734 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2739 void DrawRelocatePlayer(struct PlayerInfo *player)
2741 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2742 boolean no_delay = (tape.warp_forward);
2743 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2744 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2745 int jx = player->jx;
2746 int jy = player->jy;
2748 if (level.instant_relocation)
2750 int offset = (setup.scroll_delay ? 3 : 0);
2752 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2754 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2755 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2756 local_player->jx - MIDPOSX);
2758 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2759 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2760 local_player->jy - MIDPOSY);
2764 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2765 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2766 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2768 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2769 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2770 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2772 /* don't scroll over playfield boundaries */
2773 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2774 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2776 /* don't scroll over playfield boundaries */
2777 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2778 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2781 RedrawPlayfield(TRUE, 0,0,0,0);
2785 int scroll_xx = -999, scroll_yy = -999;
2787 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2789 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2792 int fx = FX, fy = FY;
2794 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2795 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2796 local_player->jx - MIDPOSX);
2798 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2799 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2800 local_player->jy - MIDPOSY);
2802 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2803 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2805 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2811 fx += dx * TILEX / 2;
2812 fy += dy * TILEY / 2;
2814 ScrollLevel(dx, dy);
2817 /* scroll in two steps of half tile size to make things smoother */
2818 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2820 Delay(wait_delay_value);
2822 /* scroll second step to align at full tile size */
2824 Delay(wait_delay_value);
2829 Delay(wait_delay_value);
2833 void RelocatePlayer(int jx, int jy, int el_player_raw)
2835 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2836 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2837 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2838 boolean no_delay = (tape.warp_forward);
2839 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2840 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2841 int old_jx = player->jx;
2842 int old_jy = player->jy;
2843 int old_element = Feld[old_jx][old_jy];
2844 int element = Feld[jx][jy];
2845 boolean player_relocated = (old_jx != jx || old_jy != jy);
2847 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2848 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2849 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2850 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2851 int leave_side_horiz = move_dir_horiz;
2852 int leave_side_vert = move_dir_vert;
2853 int enter_side = enter_side_horiz | enter_side_vert;
2854 int leave_side = leave_side_horiz | leave_side_vert;
2856 if (player->GameOver) /* do not reanimate dead player */
2859 if (!player_relocated) /* no need to relocate the player */
2862 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2864 RemoveField(jx, jy); /* temporarily remove newly placed player */
2865 DrawLevelField(jx, jy);
2868 if (player->present)
2870 while (player->MovPos)
2872 ScrollPlayer(player, SCROLL_GO_ON);
2873 ScrollScreen(NULL, SCROLL_GO_ON);
2875 AdvanceFrameAndPlayerCounters(player->index_nr);
2880 Delay(wait_delay_value);
2883 DrawPlayer(player); /* needed here only to cleanup last field */
2884 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2886 player->is_moving = FALSE;
2889 if (IS_CUSTOM_ELEMENT(old_element))
2890 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2892 player->index_bit, leave_side);
2894 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2895 player->index_bit, leave_side);
2897 Feld[jx][jy] = el_player;
2898 InitPlayerField(jx, jy, el_player, TRUE);
2900 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2902 Feld[jx][jy] = element;
2903 InitField(jx, jy, FALSE);
2906 if (player == local_player) /* only visually relocate local player */
2907 DrawRelocatePlayer(player);
2909 TestIfPlayerTouchesBadThing(jx, jy);
2910 TestIfPlayerTouchesCustomElement(jx, jy);
2912 if (IS_CUSTOM_ELEMENT(element))
2913 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2914 player->index_bit, enter_side);
2916 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2917 player->index_bit, enter_side);
2920 void Explode(int ex, int ey, int phase, int mode)
2926 /* !!! eliminate this variable !!! */
2927 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2929 if (game.explosions_delayed)
2931 ExplodeField[ex][ey] = mode;
2935 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2937 int center_element = Feld[ex][ey];
2940 /* --- This is only really needed (and now handled) in "Impact()". --- */
2941 /* do not explode moving elements that left the explode field in time */
2942 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2943 center_element == EL_EMPTY &&
2944 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2948 if (mode == EX_TYPE_NORMAL ||
2949 mode == EX_TYPE_CENTER ||
2950 mode == EX_TYPE_CROSS)
2951 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2953 /* remove things displayed in background while burning dynamite */
2954 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2957 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2959 /* put moving element to center field (and let it explode there) */
2960 center_element = MovingOrBlocked2Element(ex, ey);
2961 RemoveMovingField(ex, ey);
2962 Feld[ex][ey] = center_element;
2965 last_phase = element_info[center_element].explosion_delay + 1;
2967 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2969 int xx = x - ex + 1;
2970 int yy = y - ey + 1;
2973 if (!IN_LEV_FIELD(x, y) ||
2974 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2975 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2978 element = Feld[x][y];
2980 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2982 element = MovingOrBlocked2Element(x, y);
2984 if (!IS_EXPLOSION_PROOF(element))
2985 RemoveMovingField(x, y);
2988 /* indestructible elements can only explode in center (but not flames) */
2989 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2990 mode == EX_TYPE_BORDER)) ||
2991 element == EL_FLAMES)
2994 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2995 behaviour, for example when touching a yamyam that explodes to rocks
2996 with active deadly shield, a rock is created under the player !!! */
2997 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2999 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3000 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3001 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3003 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3006 if (IS_ACTIVE_BOMB(element))
3008 /* re-activate things under the bomb like gate or penguin */
3009 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3016 /* save walkable background elements while explosion on same tile */
3017 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3018 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3019 Back[x][y] = element;
3021 /* ignite explodable elements reached by other explosion */
3022 if (element == EL_EXPLOSION)
3023 element = Store2[x][y];
3025 if (AmoebaNr[x][y] &&
3026 (element == EL_AMOEBA_FULL ||
3027 element == EL_BD_AMOEBA ||
3028 element == EL_AMOEBA_GROWING))
3030 AmoebaCnt[AmoebaNr[x][y]]--;
3031 AmoebaCnt2[AmoebaNr[x][y]]--;
3036 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3038 switch(StorePlayer[ex][ey])
3041 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3044 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3047 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3051 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3055 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3056 Store[x][y] = EL_EMPTY;
3058 else if (center_element == EL_MOLE)
3059 Store[x][y] = EL_EMERALD_RED;
3060 else if (center_element == EL_PENGUIN)
3061 Store[x][y] = EL_EMERALD_PURPLE;
3062 else if (center_element == EL_BUG)
3063 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3064 else if (center_element == EL_BD_BUTTERFLY)
3065 Store[x][y] = EL_BD_DIAMOND;
3066 else if (center_element == EL_SP_ELECTRON)
3067 Store[x][y] = EL_SP_INFOTRON;
3068 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3069 Store[x][y] = level.amoeba_content;
3070 else if (center_element == EL_YAMYAM)
3071 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3072 else if (IS_CUSTOM_ELEMENT(center_element) &&
3073 element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3074 Store[x][y] = element_info[center_element].content.e[xx][yy];
3075 else if (element == EL_WALL_EMERALD)
3076 Store[x][y] = EL_EMERALD;
3077 else if (element == EL_WALL_DIAMOND)
3078 Store[x][y] = EL_DIAMOND;
3079 else if (element == EL_WALL_BD_DIAMOND)
3080 Store[x][y] = EL_BD_DIAMOND;
3081 else if (element == EL_WALL_EMERALD_YELLOW)
3082 Store[x][y] = EL_EMERALD_YELLOW;
3083 else if (element == EL_WALL_EMERALD_RED)
3084 Store[x][y] = EL_EMERALD_RED;
3085 else if (element == EL_WALL_EMERALD_PURPLE)
3086 Store[x][y] = EL_EMERALD_PURPLE;
3087 else if (element == EL_WALL_PEARL)
3088 Store[x][y] = EL_PEARL;
3089 else if (element == EL_WALL_CRYSTAL)
3090 Store[x][y] = EL_CRYSTAL;
3091 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3092 Store[x][y] = element_info[element].content.e[1][1];
3094 Store[x][y] = EL_EMPTY;
3096 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3097 center_element == EL_AMOEBA_TO_DIAMOND)
3098 Store2[x][y] = element;
3100 Feld[x][y] = EL_EXPLOSION;
3101 GfxElement[x][y] = center_element;
3103 ExplodePhase[x][y] = 1;
3104 ExplodeDelay[x][y] = last_phase;
3109 if (center_element == EL_YAMYAM)
3110 game.yamyam_content_nr =
3111 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3123 GfxFrame[x][y] = 0; /* restart explosion animation */
3125 last_phase = ExplodeDelay[x][y];
3127 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3131 /* activate this even in non-DEBUG version until cause for crash in
3132 getGraphicAnimationFrame() (see below) is found and eliminated */
3137 if (GfxElement[x][y] == EL_UNDEFINED)
3140 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3141 printf("Explode(): This should never happen!\n");
3144 GfxElement[x][y] = EL_EMPTY;
3148 border_element = Store2[x][y];
3149 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3150 border_element = StorePlayer[x][y];
3152 if (phase == element_info[border_element].ignition_delay ||
3153 phase == last_phase)
3155 boolean border_explosion = FALSE;
3157 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3158 !PLAYER_EXPLOSION_PROTECTED(x, y))
3160 KillPlayerUnlessExplosionProtected(x, y);
3161 border_explosion = TRUE;
3163 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3165 Feld[x][y] = Store2[x][y];
3168 border_explosion = TRUE;
3170 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3172 AmoebeUmwandeln(x, y);
3174 border_explosion = TRUE;
3177 /* if an element just explodes due to another explosion (chain-reaction),
3178 do not immediately end the new explosion when it was the last frame of
3179 the explosion (as it would be done in the following "if"-statement!) */
3180 if (border_explosion && phase == last_phase)
3184 if (phase == last_phase)
3188 element = Feld[x][y] = Store[x][y];
3189 Store[x][y] = Store2[x][y] = 0;
3190 GfxElement[x][y] = EL_UNDEFINED;
3192 /* player can escape from explosions and might therefore be still alive */
3193 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3194 element <= EL_PLAYER_IS_EXPLODING_4)
3195 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3197 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3198 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3199 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3202 /* restore probably existing indestructible background element */
3203 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3204 element = Feld[x][y] = Back[x][y];
3207 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3208 GfxDir[x][y] = MV_NONE;
3209 ChangeDelay[x][y] = 0;
3210 ChangePage[x][y] = -1;
3212 #if USE_NEW_COLLECT_COUNT
3216 InitField_WithBug2(x, y, FALSE);
3218 DrawLevelField(x, y);
3220 TestIfElementTouchesCustomElement(x, y);
3222 if (GFX_CRUMBLED(element))
3223 DrawLevelFieldCrumbledSandNeighbours(x, y);
3225 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3226 StorePlayer[x][y] = 0;
3228 if (ELEM_IS_PLAYER(element))
3229 RelocatePlayer(x, y, element);
3231 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3233 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3234 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3237 DrawLevelFieldCrumbledSand(x, y);
3239 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3241 DrawLevelElement(x, y, Back[x][y]);
3242 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3244 else if (IS_WALKABLE_UNDER(Back[x][y]))
3246 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3247 DrawLevelElementThruMask(x, y, Back[x][y]);
3249 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3250 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3254 void DynaExplode(int ex, int ey)
3257 int dynabomb_element = Feld[ex][ey];
3258 int dynabomb_size = 1;
3259 boolean dynabomb_xl = FALSE;
3260 struct PlayerInfo *player;
3261 static int xy[4][2] =
3269 if (IS_ACTIVE_BOMB(dynabomb_element))
3271 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3272 dynabomb_size = player->dynabomb_size;
3273 dynabomb_xl = player->dynabomb_xl;
3274 player->dynabombs_left++;
3277 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3279 for (i = 0; i < NUM_DIRECTIONS; i++)
3281 for (j = 1; j <= dynabomb_size; j++)
3283 int x = ex + j * xy[i][0];
3284 int y = ey + j * xy[i][1];
3287 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3290 element = Feld[x][y];
3292 /* do not restart explosions of fields with active bombs */
3293 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3296 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3298 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3299 !IS_DIGGABLE(element) && !dynabomb_xl)
3305 void Bang(int x, int y)
3307 int element = MovingOrBlocked2Element(x, y);
3309 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3311 struct PlayerInfo *player = PLAYERINFO(x, y);
3313 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3314 player->element_nr);
3321 case EL_BD_BUTTERFLY:
3324 case EL_DARK_YAMYAM:
3328 RaiseScoreElement(element);
3329 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3331 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3332 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3333 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3334 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3335 case EL_DYNABOMB_INCREASE_NUMBER:
3336 case EL_DYNABOMB_INCREASE_SIZE:
3337 case EL_DYNABOMB_INCREASE_POWER:
3342 case EL_LAMP_ACTIVE:
3343 case EL_AMOEBA_TO_DIAMOND:
3344 if (IS_PLAYER(x, y))
3345 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3347 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3350 if (element_info[element].explosion_type == EXPLODES_CROSS)
3351 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3352 else if (element_info[element].explosion_type == EXPLODES_1X1)
3353 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3355 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3359 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3362 void SplashAcid(int x, int y)
3364 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3365 (!IN_LEV_FIELD(x - 1, y - 2) ||
3366 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3367 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3369 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3370 (!IN_LEV_FIELD(x + 1, y - 2) ||
3371 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3372 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3374 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3377 static void InitBeltMovement()
3379 static int belt_base_element[4] =
3381 EL_CONVEYOR_BELT_1_LEFT,
3382 EL_CONVEYOR_BELT_2_LEFT,
3383 EL_CONVEYOR_BELT_3_LEFT,
3384 EL_CONVEYOR_BELT_4_LEFT
3386 static int belt_base_active_element[4] =
3388 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3389 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3390 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3391 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3396 /* set frame order for belt animation graphic according to belt direction */
3397 for (i = 0; i < NUM_BELTS; i++)
3401 for (j = 0; j < NUM_BELT_PARTS; j++)
3403 int element = belt_base_active_element[belt_nr] + j;
3404 int graphic = el2img(element);
3406 if (game.belt_dir[i] == MV_LEFT)
3407 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3409 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3413 for (y = 0; y < lev_fieldy; y++)
3415 for (x = 0; x < lev_fieldx; x++)
3417 int element = Feld[x][y];
3419 for (i = 0; i < NUM_BELTS; i++)
3421 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
3423 int e_belt_nr = getBeltNrFromBeltElement(element);
3426 if (e_belt_nr == belt_nr)
3428 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3430 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3438 static void ToggleBeltSwitch(int x, int y)
3440 static int belt_base_element[4] =
3442 EL_CONVEYOR_BELT_1_LEFT,
3443 EL_CONVEYOR_BELT_2_LEFT,
3444 EL_CONVEYOR_BELT_3_LEFT,
3445 EL_CONVEYOR_BELT_4_LEFT
3447 static int belt_base_active_element[4] =
3449 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3450 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3451 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3452 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3454 static int belt_base_switch_element[4] =
3456 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3457 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3458 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3459 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3461 static int belt_move_dir[4] =
3469 int element = Feld[x][y];
3470 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3471 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3472 int belt_dir = belt_move_dir[belt_dir_nr];
3475 if (!IS_BELT_SWITCH(element))
3478 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3479 game.belt_dir[belt_nr] = belt_dir;
3481 if (belt_dir_nr == 3)
3484 /* set frame order for belt animation graphic according to belt direction */
3485 for (i = 0; i < NUM_BELT_PARTS; i++)
3487 int element = belt_base_active_element[belt_nr] + i;
3488 int graphic = el2img(element);
3490 if (belt_dir == MV_LEFT)
3491 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3493 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3496 for (yy = 0; yy < lev_fieldy; yy++)
3498 for (xx = 0; xx < lev_fieldx; xx++)
3500 int element = Feld[xx][yy];
3502 if (IS_BELT_SWITCH(element))
3504 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3506 if (e_belt_nr == belt_nr)
3508 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3509 DrawLevelField(xx, yy);
3512 else if (IS_BELT(element) && belt_dir != MV_NONE)
3514 int e_belt_nr = getBeltNrFromBeltElement(element);
3516 if (e_belt_nr == belt_nr)
3518 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3520 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3521 DrawLevelField(xx, yy);
3524 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
3526 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3528 if (e_belt_nr == belt_nr)
3530 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3532 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3533 DrawLevelField(xx, yy);
3540 static void ToggleSwitchgateSwitch(int x, int y)
3544 game.switchgate_pos = !game.switchgate_pos;
3546 for (yy = 0; yy < lev_fieldy; yy++)
3548 for (xx = 0; xx < lev_fieldx; xx++)
3550 int element = Feld[xx][yy];
3552 if (element == EL_SWITCHGATE_SWITCH_UP ||
3553 element == EL_SWITCHGATE_SWITCH_DOWN)
3555 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3556 DrawLevelField(xx, yy);
3558 else if (element == EL_SWITCHGATE_OPEN ||
3559 element == EL_SWITCHGATE_OPENING)
3561 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3563 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3565 else if (element == EL_SWITCHGATE_CLOSED ||
3566 element == EL_SWITCHGATE_CLOSING)
3568 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3570 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3576 static int getInvisibleActiveFromInvisibleElement(int element)
3578 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3579 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3580 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3584 static int getInvisibleFromInvisibleActiveElement(int element)
3586 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3587 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3588 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3592 static void RedrawAllLightSwitchesAndInvisibleElements()
3596 for (y = 0; y < lev_fieldy; y++)
3598 for (x = 0; x < lev_fieldx; x++)
3600 int element = Feld[x][y];
3602 if (element == EL_LIGHT_SWITCH &&
3603 game.light_time_left > 0)
3605 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3606 DrawLevelField(x, y);
3608 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3609 game.light_time_left == 0)
3611 Feld[x][y] = EL_LIGHT_SWITCH;
3612 DrawLevelField(x, y);
3614 else if (element == EL_INVISIBLE_STEELWALL ||
3615 element == EL_INVISIBLE_WALL ||
3616 element == EL_INVISIBLE_SAND)
3618 if (game.light_time_left > 0)
3619 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3621 DrawLevelField(x, y);
3623 /* uncrumble neighbour fields, if needed */
3624 if (element == EL_INVISIBLE_SAND)
3625 DrawLevelFieldCrumbledSandNeighbours(x, y);
3627 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3628 element == EL_INVISIBLE_WALL_ACTIVE ||
3629 element == EL_INVISIBLE_SAND_ACTIVE)
3631 if (game.light_time_left == 0)
3632 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3634 DrawLevelField(x, y);
3636 /* re-crumble neighbour fields, if needed */
3637 if (element == EL_INVISIBLE_SAND)
3638 DrawLevelFieldCrumbledSandNeighbours(x, y);
3644 static void ToggleLightSwitch(int x, int y)
3646 int element = Feld[x][y];
3648 game.light_time_left =
3649 (element == EL_LIGHT_SWITCH ?
3650 level.time_light * FRAMES_PER_SECOND : 0);
3652 RedrawAllLightSwitchesAndInvisibleElements();
3655 static void ActivateTimegateSwitch(int x, int y)
3659 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3661 for (yy = 0; yy < lev_fieldy; yy++)
3663 for (xx = 0; xx < lev_fieldx; xx++)
3665 int element = Feld[xx][yy];
3667 if (element == EL_TIMEGATE_CLOSED ||
3668 element == EL_TIMEGATE_CLOSING)
3670 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3671 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3675 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3677 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3678 DrawLevelField(xx, yy);
3685 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3688 void Impact(int x, int y)
3690 boolean last_line = (y == lev_fieldy - 1);
3691 boolean object_hit = FALSE;
3692 boolean impact = (last_line || object_hit);
3693 int element = Feld[x][y];
3694 int smashed = EL_STEELWALL;
3696 if (!last_line) /* check if element below was hit */
3698 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3701 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3702 MovDir[x][y + 1] != MV_DOWN ||
3703 MovPos[x][y + 1] <= TILEY / 2));
3705 /* do not smash moving elements that left the smashed field in time */
3706 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3707 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3711 smashed = MovingOrBlocked2Element(x, y + 1);
3713 impact = (last_line || object_hit);
3716 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3718 SplashAcid(x, y + 1);
3722 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3723 /* only reset graphic animation if graphic really changes after impact */
3725 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3727 ResetGfxAnimation(x, y);
3728 DrawLevelField(x, y);
3731 if (impact && CAN_EXPLODE_IMPACT(element))
3736 else if (impact && element == EL_PEARL)
3738 ResetGfxAnimation(x, y);
3740 Feld[x][y] = EL_PEARL_BREAKING;
3741 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3744 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3746 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3751 if (impact && element == EL_AMOEBA_DROP)
3753 if (object_hit && IS_PLAYER(x, y + 1))
3754 KillPlayerUnlessEnemyProtected(x, y + 1);
3755 else if (object_hit && smashed == EL_PENGUIN)
3759 Feld[x][y] = EL_AMOEBA_GROWING;
3760 Store[x][y] = EL_AMOEBA_WET;
3762 ResetRandomAnimationValue(x, y);
3767 if (object_hit) /* check which object was hit */
3769 if (CAN_PASS_MAGIC_WALL(element) &&
3770 (smashed == EL_MAGIC_WALL ||
3771 smashed == EL_BD_MAGIC_WALL))
3774 int activated_magic_wall =
3775 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3776 EL_BD_MAGIC_WALL_ACTIVE);
3778 /* activate magic wall / mill */
3779 for (yy = 0; yy < lev_fieldy; yy++)
3780 for (xx = 0; xx < lev_fieldx; xx++)
3781 if (Feld[xx][yy] == smashed)
3782 Feld[xx][yy] = activated_magic_wall;
3784 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3785 game.magic_wall_active = TRUE;
3787 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3788 SND_MAGIC_WALL_ACTIVATING :
3789 SND_BD_MAGIC_WALL_ACTIVATING));
3792 if (IS_PLAYER(x, y + 1))
3794 if (CAN_SMASH_PLAYER(element))
3796 KillPlayerUnlessEnemyProtected(x, y + 1);
3800 else if (smashed == EL_PENGUIN)
3802 if (CAN_SMASH_PLAYER(element))
3808 else if (element == EL_BD_DIAMOND)
3810 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3816 else if (((element == EL_SP_INFOTRON ||
3817 element == EL_SP_ZONK) &&
3818 (smashed == EL_SP_SNIKSNAK ||
3819 smashed == EL_SP_ELECTRON ||
3820 smashed == EL_SP_DISK_ORANGE)) ||
3821 (element == EL_SP_INFOTRON &&
3822 smashed == EL_SP_DISK_YELLOW))
3827 else if (CAN_SMASH_EVERYTHING(element))
3829 if (IS_CLASSIC_ENEMY(smashed) ||
3830 CAN_EXPLODE_SMASHED(smashed))
3835 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3837 if (smashed == EL_LAMP ||
3838 smashed == EL_LAMP_ACTIVE)
3843 else if (smashed == EL_NUT)
3845 Feld[x][y + 1] = EL_NUT_BREAKING;
3846 PlayLevelSound(x, y, SND_NUT_BREAKING);
3847 RaiseScoreElement(EL_NUT);
3850 else if (smashed == EL_PEARL)
3852 ResetGfxAnimation(x, y);
3854 Feld[x][y + 1] = EL_PEARL_BREAKING;
3855 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3858 else if (smashed == EL_DIAMOND)
3860 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3861 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3864 else if (IS_BELT_SWITCH(smashed))
3866 ToggleBeltSwitch(x, y + 1);
3868 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3869 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3871 ToggleSwitchgateSwitch(x, y + 1);
3873 else if (smashed == EL_LIGHT_SWITCH ||
3874 smashed == EL_LIGHT_SWITCH_ACTIVE)
3876 ToggleLightSwitch(x, y + 1);
3881 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3884 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3886 CheckElementChangeBySide(x, y + 1, smashed, element,
3887 CE_SWITCHED, CH_SIDE_TOP);
3888 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3894 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3899 /* play sound of magic wall / mill */
3901 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3902 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3904 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3905 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3906 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3907 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3912 /* play sound of object that hits the ground */
3913 if (last_line || object_hit)
3914 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3917 inline static void TurnRoundExt(int x, int y)
3929 { 0, 0 }, { 0, 0 }, { 0, 0 },
3934 int left, right, back;
3938 { MV_DOWN, MV_UP, MV_RIGHT },
3939 { MV_UP, MV_DOWN, MV_LEFT },
3941 { MV_LEFT, MV_RIGHT, MV_DOWN },
3945 { MV_RIGHT, MV_LEFT, MV_UP }
3948 int element = Feld[x][y];
3949 int move_pattern = element_info[element].move_pattern;
3951 int old_move_dir = MovDir[x][y];
3952 int left_dir = turn[old_move_dir].left;
3953 int right_dir = turn[old_move_dir].right;
3954 int back_dir = turn[old_move_dir].back;
3956 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3957 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3958 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3959 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3961 int left_x = x + left_dx, left_y = y + left_dy;
3962 int right_x = x + right_dx, right_y = y + right_dy;
3963 int move_x = x + move_dx, move_y = y + move_dy;
3967 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3969 TestIfBadThingTouchesOtherBadThing(x, y);
3971 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3972 MovDir[x][y] = right_dir;
3973 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3974 MovDir[x][y] = left_dir;
3976 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3978 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3981 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3983 TestIfBadThingTouchesOtherBadThing(x, y);
3985 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3986 MovDir[x][y] = left_dir;
3987 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3988 MovDir[x][y] = right_dir;
3990 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3992 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3995 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3997 TestIfBadThingTouchesOtherBadThing(x, y);
3999 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4000 MovDir[x][y] = left_dir;
4001 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4002 MovDir[x][y] = right_dir;
4004 if (MovDir[x][y] != old_move_dir)
4007 else if (element == EL_YAMYAM)
4009 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4010 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4012 if (can_turn_left && can_turn_right)
4013 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4014 else if (can_turn_left)
4015 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4016 else if (can_turn_right)
4017 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4019 MovDir[x][y] = back_dir;
4021 MovDelay[x][y] = 16 + 16 * RND(3);
4023 else if (element == EL_DARK_YAMYAM)
4025 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4027 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4030 if (can_turn_left && can_turn_right)
4031 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4032 else if (can_turn_left)
4033 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4034 else if (can_turn_right)
4035 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4037 MovDir[x][y] = back_dir;
4039 MovDelay[x][y] = 16 + 16 * RND(3);
4041 else if (element == EL_PACMAN)
4043 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4044 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4046 if (can_turn_left && can_turn_right)
4047 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4048 else if (can_turn_left)
4049 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4050 else if (can_turn_right)
4051 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4053 MovDir[x][y] = back_dir;
4055 MovDelay[x][y] = 6 + RND(40);
4057 else if (element == EL_PIG)
4059 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4060 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4061 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4062 boolean should_turn_left, should_turn_right, should_move_on;
4064 int rnd = RND(rnd_value);
4066 should_turn_left = (can_turn_left &&
4068 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4069 y + back_dy + left_dy)));
4070 should_turn_right = (can_turn_right &&
4072 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4073 y + back_dy + right_dy)));
4074 should_move_on = (can_move_on &&
4077 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4078 y + move_dy + left_dy) ||
4079 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4080 y + move_dy + right_dy)));
4082 if (should_turn_left || should_turn_right || should_move_on)
4084 if (should_turn_left && should_turn_right && should_move_on)
4085 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4086 rnd < 2 * rnd_value / 3 ? right_dir :
4088 else if (should_turn_left && should_turn_right)
4089 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4090 else if (should_turn_left && should_move_on)
4091 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4092 else if (should_turn_right && should_move_on)
4093 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4094 else if (should_turn_left)
4095 MovDir[x][y] = left_dir;
4096 else if (should_turn_right)
4097 MovDir[x][y] = right_dir;
4098 else if (should_move_on)
4099 MovDir[x][y] = old_move_dir;
4101 else if (can_move_on && rnd > rnd_value / 8)
4102 MovDir[x][y] = old_move_dir;
4103 else if (can_turn_left && can_turn_right)
4104 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4105 else if (can_turn_left && rnd > rnd_value / 8)
4106 MovDir[x][y] = left_dir;
4107 else if (can_turn_right && rnd > rnd_value/8)
4108 MovDir[x][y] = right_dir;
4110 MovDir[x][y] = back_dir;
4112 xx = x + move_xy[MovDir[x][y]].x;
4113 yy = y + move_xy[MovDir[x][y]].y;
4115 if (!IN_LEV_FIELD(xx, yy) ||
4116 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4117 MovDir[x][y] = old_move_dir;
4121 else if (element == EL_DRAGON)
4123 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4124 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4125 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4127 int rnd = RND(rnd_value);
4129 if (can_move_on && rnd > rnd_value / 8)
4130 MovDir[x][y] = old_move_dir;
4131 else if (can_turn_left && can_turn_right)
4132 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4133 else if (can_turn_left && rnd > rnd_value / 8)
4134 MovDir[x][y] = left_dir;
4135 else if (can_turn_right && rnd > rnd_value / 8)
4136 MovDir[x][y] = right_dir;
4138 MovDir[x][y] = back_dir;
4140 xx = x + move_xy[MovDir[x][y]].x;
4141 yy = y + move_xy[MovDir[x][y]].y;
4143 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4144 MovDir[x][y] = old_move_dir;
4148 else if (element == EL_MOLE)
4150 boolean can_move_on =
4151 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4152 IS_AMOEBOID(Feld[move_x][move_y]) ||
4153 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4156 boolean can_turn_left =
4157 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4158 IS_AMOEBOID(Feld[left_x][left_y])));
4160 boolean can_turn_right =
4161 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4162 IS_AMOEBOID(Feld[right_x][right_y])));
4164 if (can_turn_left && can_turn_right)
4165 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4166 else if (can_turn_left)
4167 MovDir[x][y] = left_dir;
4169 MovDir[x][y] = right_dir;
4172 if (MovDir[x][y] != old_move_dir)
4175 else if (element == EL_BALLOON)
4177 MovDir[x][y] = game.wind_direction;
4180 else if (element == EL_SPRING)
4182 if (MovDir[x][y] & MV_HORIZONTAL &&
4183 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4184 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4185 MovDir[x][y] = MV_NONE;
4189 else if (element == EL_ROBOT ||
4190 element == EL_SATELLITE ||
4191 element == EL_PENGUIN)
4193 int attr_x = -1, attr_y = -1;
4204 for (i = 0; i < MAX_PLAYERS; i++)
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 if (!player->active)
4213 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4221 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4222 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4223 game.engine_version < VERSION_IDENT(3,1,0,0)))
4229 if (element == EL_PENGUIN)
4232 static int xy[4][2] =
4240 for (i = 0; i < NUM_DIRECTIONS; i++)
4242 int ex = x + xy[i][0];
4243 int ey = y + xy[i][1];
4245 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4254 MovDir[x][y] = MV_NONE;
4256 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4257 else if (attr_x > x)
4258 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4260 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4261 else if (attr_y > y)
4262 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4264 if (element == EL_ROBOT)
4268 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4269 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4270 Moving2Blocked(x, y, &newx, &newy);
4272 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4273 MovDelay[x][y] = 8 + 8 * !RND(3);
4275 MovDelay[x][y] = 16;
4277 else if (element == EL_PENGUIN)
4283 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4285 boolean first_horiz = RND(2);
4286 int new_move_dir = MovDir[x][y];
4289 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4290 Moving2Blocked(x, y, &newx, &newy);
4292 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4296 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4297 Moving2Blocked(x, y, &newx, &newy);
4299 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4302 MovDir[x][y] = old_move_dir;
4306 else /* (element == EL_SATELLITE) */
4312 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4314 boolean first_horiz = RND(2);
4315 int new_move_dir = MovDir[x][y];
4318 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4319 Moving2Blocked(x, y, &newx, &newy);
4321 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4325 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4326 Moving2Blocked(x, y, &newx, &newy);
4328 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4331 MovDir[x][y] = old_move_dir;
4336 else if (move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM ||
4341 move_pattern == MV_ALL_DIRECTIONS)
4343 boolean can_turn_left =
4344 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4345 boolean can_turn_right =
4346 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4348 if (element_info[element].move_stepsize == 0) /* "not moving" */
4351 if (move_pattern == MV_TURNING_LEFT)
4352 MovDir[x][y] = left_dir;
4353 else if (move_pattern == MV_TURNING_RIGHT)
4354 MovDir[x][y] = right_dir;
4355 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4356 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4357 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4358 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4359 else if (move_pattern == MV_TURNING_RANDOM)
4360 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4361 can_turn_right && !can_turn_left ? right_dir :
4362 RND(2) ? left_dir : right_dir);
4363 else if (can_turn_left && can_turn_right)
4364 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4365 else if (can_turn_left)
4366 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4367 else if (can_turn_right)
4368 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4370 MovDir[x][y] = back_dir;
4372 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4374 else if (move_pattern == MV_HORIZONTAL ||
4375 move_pattern == MV_VERTICAL)
4377 if (move_pattern & old_move_dir)
4378 MovDir[x][y] = back_dir;
4379 else if (move_pattern == MV_HORIZONTAL)
4380 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4381 else if (move_pattern == MV_VERTICAL)
4382 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4384 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4386 else if (move_pattern & MV_ANY_DIRECTION)
4388 MovDir[x][y] = move_pattern;
4389 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4391 else if (move_pattern & MV_WIND_DIRECTION)
4393 MovDir[x][y] = game.wind_direction;
4394 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4396 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4398 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4399 MovDir[x][y] = left_dir;
4400 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4401 MovDir[x][y] = right_dir;
4403 if (MovDir[x][y] != old_move_dir)
4404 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4406 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4408 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4409 MovDir[x][y] = right_dir;
4410 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4411 MovDir[x][y] = left_dir;
4413 if (MovDir[x][y] != old_move_dir)
4414 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4416 else if (move_pattern == MV_TOWARDS_PLAYER ||
4417 move_pattern == MV_AWAY_FROM_PLAYER)
4419 int attr_x = -1, attr_y = -1;
4421 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4432 for (i = 0; i < MAX_PLAYERS; i++)
4434 struct PlayerInfo *player = &stored_player[i];
4435 int jx = player->jx, jy = player->jy;
4437 if (!player->active)
4441 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4449 MovDir[x][y] = MV_NONE;
4451 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4452 else if (attr_x > x)
4453 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4455 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4456 else if (attr_y > y)
4457 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4459 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4461 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4463 boolean first_horiz = RND(2);
4464 int new_move_dir = MovDir[x][y];
4466 if (element_info[element].move_stepsize == 0) /* "not moving" */
4468 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4469 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4475 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4476 Moving2Blocked(x, y, &newx, &newy);
4478 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4482 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4483 Moving2Blocked(x, y, &newx, &newy);
4485 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4488 MovDir[x][y] = old_move_dir;
4491 else if (move_pattern == MV_WHEN_PUSHED ||
4492 move_pattern == MV_WHEN_DROPPED)
4494 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4495 MovDir[x][y] = MV_NONE;
4499 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4501 static int test_xy[7][2] =
4511 static int test_dir[7] =
4521 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4522 int move_preference = -1000000; /* start with very low preference */
4523 int new_move_dir = MV_NONE;
4524 int start_test = RND(4);
4527 for (i = 0; i < NUM_DIRECTIONS; i++)
4529 int move_dir = test_dir[start_test + i];
4530 int move_dir_preference;
4532 xx = x + test_xy[start_test + i][0];
4533 yy = y + test_xy[start_test + i][1];
4535 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4536 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4538 new_move_dir = move_dir;
4543 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4546 move_dir_preference = -1 * RunnerVisit[xx][yy];
4547 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4548 move_dir_preference = PlayerVisit[xx][yy];
4550 if (move_dir_preference > move_preference)
4552 /* prefer field that has not been visited for the longest time */
4553 move_preference = move_dir_preference;
4554 new_move_dir = move_dir;
4556 else if (move_dir_preference == move_preference &&
4557 move_dir == old_move_dir)
4559 /* prefer last direction when all directions are preferred equally */
4560 move_preference = move_dir_preference;
4561 new_move_dir = move_dir;
4565 MovDir[x][y] = new_move_dir;
4566 if (old_move_dir != new_move_dir)
4567 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4571 static void TurnRound(int x, int y)
4573 int direction = MovDir[x][y];
4577 GfxDir[x][y] = MovDir[x][y];
4579 if (direction != MovDir[x][y])
4583 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4586 static boolean JustBeingPushed(int x, int y)
4590 for (i = 0; i < MAX_PLAYERS; i++)
4592 struct PlayerInfo *player = &stored_player[i];
4594 if (player->active && player->is_pushing && player->MovPos)
4596 int next_jx = player->jx + (player->jx - player->last_jx);
4597 int next_jy = player->jy + (player->jy - player->last_jy);
4599 if (x == next_jx && y == next_jy)
4607 void StartMoving(int x, int y)
4609 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4610 int element = Feld[x][y];
4615 if (MovDelay[x][y] == 0)
4616 GfxAction[x][y] = ACTION_DEFAULT;
4618 if (CAN_FALL(element) && y < lev_fieldy - 1)
4620 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4621 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4622 if (JustBeingPushed(x, y))
4625 if (element == EL_QUICKSAND_FULL)
4627 if (IS_FREE(x, y + 1))
4629 InitMovingField(x, y, MV_DOWN);
4630 started_moving = TRUE;
4632 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4633 Store[x][y] = EL_ROCK;
4635 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4637 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4639 if (!MovDelay[x][y])
4640 MovDelay[x][y] = TILEY + 1;
4649 Feld[x][y] = EL_QUICKSAND_EMPTY;
4650 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4651 Store[x][y + 1] = Store[x][y];
4654 PlayLevelSoundAction(x, y, ACTION_FILLING);
4657 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4658 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4660 InitMovingField(x, y, MV_DOWN);
4661 started_moving = TRUE;
4663 Feld[x][y] = EL_QUICKSAND_FILLING;
4664 Store[x][y] = element;
4666 PlayLevelSoundAction(x, y, ACTION_FILLING);
4668 else if (element == EL_MAGIC_WALL_FULL)
4670 if (IS_FREE(x, y + 1))
4672 InitMovingField(x, y, MV_DOWN);
4673 started_moving = TRUE;
4675 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4676 Store[x][y] = EL_CHANGED(Store[x][y]);
4678 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4680 if (!MovDelay[x][y])
4681 MovDelay[x][y] = TILEY/4 + 1;
4690 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4691 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4692 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4696 else if (element == EL_BD_MAGIC_WALL_FULL)
4698 if (IS_FREE(x, y + 1))
4700 InitMovingField(x, y, MV_DOWN);
4701 started_moving = TRUE;
4703 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4704 Store[x][y] = EL_CHANGED2(Store[x][y]);
4706 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4708 if (!MovDelay[x][y])
4709 MovDelay[x][y] = TILEY/4 + 1;
4718 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4719 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4720 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4724 else if (CAN_PASS_MAGIC_WALL(element) &&
4725 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4726 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4728 InitMovingField(x, y, MV_DOWN);
4729 started_moving = TRUE;
4732 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4733 EL_BD_MAGIC_WALL_FILLING);
4734 Store[x][y] = element;
4736 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4738 SplashAcid(x, y + 1);
4740 InitMovingField(x, y, MV_DOWN);
4741 started_moving = TRUE;
4743 Store[x][y] = EL_ACID;
4745 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4746 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4748 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4749 CAN_FALL(element) && WasJustFalling[x][y] &&
4750 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4752 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4753 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4754 (Feld[x][y + 1] == EL_BLOCKED)))
4756 /* this is needed for a special case not covered by calling "Impact()"
4757 from "ContinueMoving()": if an element moves to a tile directly below
4758 another element which was just falling on that tile (which was empty
4759 in the previous frame), the falling element above would just stop
4760 instead of smashing the element below (in previous version, the above
4761 element was just checked for "moving" instead of "falling", resulting
4762 in incorrect smashes caused by horizontal movement of the above
4763 element; also, the case of the player being the element to smash was
4764 simply not covered here... :-/ ) */
4766 CheckCollision[x][y] = 0;
4770 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4772 if (MovDir[x][y] == MV_NONE)
4774 InitMovingField(x, y, MV_DOWN);
4775 started_moving = TRUE;
4778 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4780 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4781 MovDir[x][y] = MV_DOWN;
4783 InitMovingField(x, y, MV_DOWN);
4784 started_moving = TRUE;
4786 else if (element == EL_AMOEBA_DROP)
4788 Feld[x][y] = EL_AMOEBA_GROWING;
4789 Store[x][y] = EL_AMOEBA_WET;
4791 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4792 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4793 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4794 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4796 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4797 (IS_FREE(x - 1, y + 1) ||
4798 Feld[x - 1][y + 1] == EL_ACID));
4799 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4800 (IS_FREE(x + 1, y + 1) ||
4801 Feld[x + 1][y + 1] == EL_ACID));
4802 boolean can_fall_any = (can_fall_left || can_fall_right);
4803 boolean can_fall_both = (can_fall_left && can_fall_right);
4804 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4806 #if USE_NEW_ALL_SLIPPERY
4807 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4809 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4810 can_fall_right = FALSE;
4811 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4812 can_fall_left = FALSE;
4813 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4814 can_fall_right = FALSE;
4815 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4816 can_fall_left = FALSE;
4818 can_fall_any = (can_fall_left || can_fall_right);
4819 can_fall_both = FALSE;
4822 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4824 if (slippery_type == SLIPPERY_ONLY_LEFT)
4825 can_fall_right = FALSE;
4826 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4827 can_fall_left = FALSE;
4828 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4829 can_fall_right = FALSE;
4830 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4831 can_fall_left = FALSE;
4833 can_fall_any = (can_fall_left || can_fall_right);
4834 can_fall_both = (can_fall_left && can_fall_right);
4838 #if USE_NEW_ALL_SLIPPERY
4840 #if USE_NEW_SP_SLIPPERY
4841 /* !!! better use the same properties as for custom elements here !!! */
4842 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4843 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4845 can_fall_right = FALSE; /* slip down on left side */
4846 can_fall_both = FALSE;
4851 #if USE_NEW_ALL_SLIPPERY
4854 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4855 can_fall_right = FALSE; /* slip down on left side */
4857 can_fall_left = !(can_fall_right = RND(2));
4859 can_fall_both = FALSE;
4864 if (game.emulation == EMU_BOULDERDASH ||
4865 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4866 can_fall_right = FALSE; /* slip down on left side */
4868 can_fall_left = !(can_fall_right = RND(2));
4870 can_fall_both = FALSE;
4876 /* if not determined otherwise, prefer left side for slipping down */
4877 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4878 started_moving = TRUE;
4882 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4884 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4887 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4888 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4889 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4890 int belt_dir = game.belt_dir[belt_nr];
4892 if ((belt_dir == MV_LEFT && left_is_free) ||
4893 (belt_dir == MV_RIGHT && right_is_free))
4895 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4897 InitMovingField(x, y, belt_dir);
4898 started_moving = TRUE;
4900 Pushed[x][y] = TRUE;
4901 Pushed[nextx][y] = TRUE;
4903 GfxAction[x][y] = ACTION_DEFAULT;
4907 MovDir[x][y] = 0; /* if element was moving, stop it */
4912 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4914 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
4916 if (CAN_MOVE(element) && !started_moving)
4919 int move_pattern = element_info[element].move_pattern;
4924 if (MovDir[x][y] == MV_NONE)
4926 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4927 x, y, element, element_info[element].token_name);
4928 printf("StartMoving(): This should never happen!\n");
4933 Moving2Blocked(x, y, &newx, &newy);
4935 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4938 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4939 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4941 WasJustMoving[x][y] = 0;
4942 CheckCollision[x][y] = 0;
4944 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4946 if (Feld[x][y] != element) /* element has changed */
4950 if (!MovDelay[x][y]) /* start new movement phase */
4952 /* all objects that can change their move direction after each step
4953 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4955 if (element != EL_YAMYAM &&
4956 element != EL_DARK_YAMYAM &&
4957 element != EL_PACMAN &&
4958 !(move_pattern & MV_ANY_DIRECTION) &&
4959 move_pattern != MV_TURNING_LEFT &&
4960 move_pattern != MV_TURNING_RIGHT &&
4961 move_pattern != MV_TURNING_LEFT_RIGHT &&
4962 move_pattern != MV_TURNING_RIGHT_LEFT &&
4963 move_pattern != MV_TURNING_RANDOM)
4967 if (MovDelay[x][y] && (element == EL_BUG ||
4968 element == EL_SPACESHIP ||
4969 element == EL_SP_SNIKSNAK ||
4970 element == EL_SP_ELECTRON ||
4971 element == EL_MOLE))
4972 DrawLevelField(x, y);
4976 if (MovDelay[x][y]) /* wait some time before next movement */
4980 if (element == EL_ROBOT ||
4981 element == EL_YAMYAM ||
4982 element == EL_DARK_YAMYAM)
4984 DrawLevelElementAnimationIfNeeded(x, y, element);
4985 PlayLevelSoundAction(x, y, ACTION_WAITING);
4987 else if (element == EL_SP_ELECTRON)
4988 DrawLevelElementAnimationIfNeeded(x, y, element);
4989 else if (element == EL_DRAGON)
4992 int dir = MovDir[x][y];
4993 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4994 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4995 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4996 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4997 dir == MV_UP ? IMG_FLAMES_1_UP :
4998 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4999 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5001 GfxAction[x][y] = ACTION_ATTACKING;
5003 if (IS_PLAYER(x, y))
5004 DrawPlayerField(x, y);
5006 DrawLevelField(x, y);
5008 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5010 for (i = 1; i <= 3; i++)
5012 int xx = x + i * dx;
5013 int yy = y + i * dy;
5014 int sx = SCREENX(xx);
5015 int sy = SCREENY(yy);
5016 int flame_graphic = graphic + (i - 1);
5018 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5023 int flamed = MovingOrBlocked2Element(xx, yy);
5027 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5029 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5030 RemoveMovingField(xx, yy);
5032 RemoveField(xx, yy);
5034 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5037 RemoveMovingField(xx, yy);
5040 ChangeDelay[xx][yy] = 0;
5042 Feld[xx][yy] = EL_FLAMES;
5044 if (IN_SCR_FIELD(sx, sy))
5046 DrawLevelFieldCrumbledSand(xx, yy);
5047 DrawGraphic(sx, sy, flame_graphic, frame);
5052 if (Feld[xx][yy] == EL_FLAMES)
5053 Feld[xx][yy] = EL_EMPTY;
5054 DrawLevelField(xx, yy);
5059 if (MovDelay[x][y]) /* element still has to wait some time */
5061 PlayLevelSoundAction(x, y, ACTION_WAITING);
5067 /* now make next step */
5069 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5071 if (DONT_COLLIDE_WITH(element) &&
5072 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5073 !PLAYER_ENEMY_PROTECTED(newx, newy))
5075 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
5080 else if (CAN_MOVE_INTO_ACID(element) &&
5081 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5082 (MovDir[x][y] == MV_DOWN ||
5083 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5085 SplashAcid(newx, newy);
5086 Store[x][y] = EL_ACID;
5088 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5090 if (Feld[newx][newy] == EL_EXIT_OPEN)
5093 DrawLevelField(x, y);
5095 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5096 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5097 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5099 local_player->friends_still_needed--;
5100 if (!local_player->friends_still_needed &&
5101 !local_player->GameOver && AllPlayersGone)
5102 local_player->LevelSolved = local_player->GameOver = TRUE;
5106 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5108 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5109 DrawLevelField(newx, newy);
5111 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
5113 else if (!IS_FREE(newx, newy))
5115 GfxAction[x][y] = ACTION_WAITING;
5117 if (IS_PLAYER(x, y))
5118 DrawPlayerField(x, y);
5120 DrawLevelField(x, y);
5125 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5127 if (IS_FOOD_PIG(Feld[newx][newy]))
5129 if (IS_MOVING(newx, newy))
5130 RemoveMovingField(newx, newy);
5133 Feld[newx][newy] = EL_EMPTY;
5134 DrawLevelField(newx, newy);
5137 PlayLevelSound(x, y, SND_PIG_DIGGING);
5139 else if (!IS_FREE(newx, newy))
5141 if (IS_PLAYER(x, y))
5142 DrawPlayerField(x, y);
5144 DrawLevelField(x, y);
5149 else if (IS_CUSTOM_ELEMENT(element) &&
5150 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5152 int new_element = Feld[newx][newy];
5154 if (!IS_FREE(newx, newy))
5156 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5157 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5160 /* no element can dig solid indestructible elements */
5161 if (IS_INDESTRUCTIBLE(new_element) &&
5162 !IS_DIGGABLE(new_element) &&
5163 !IS_COLLECTIBLE(new_element))
5166 if (AmoebaNr[newx][newy] &&
5167 (new_element == EL_AMOEBA_FULL ||
5168 new_element == EL_BD_AMOEBA ||
5169 new_element == EL_AMOEBA_GROWING))
5171 AmoebaCnt[AmoebaNr[newx][newy]]--;
5172 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5175 if (IS_MOVING(newx, newy))
5176 RemoveMovingField(newx, newy);
5179 RemoveField(newx, newy);
5180 DrawLevelField(newx, newy);
5183 /* if digged element was about to explode, prevent the explosion */
5184 ExplodeField[newx][newy] = EX_TYPE_NONE;
5186 PlayLevelSoundAction(x, y, action);
5189 Store[newx][newy] = EL_EMPTY;
5190 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5192 int move_leave_element = element_info[element].move_leave_element;
5194 /* this makes it possible to leave the removed element again */
5195 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5196 new_element : move_leave_element);
5199 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5201 RunnerVisit[x][y] = FrameCounter;
5202 PlayerVisit[x][y] /= 8; /* expire player visit path */
5205 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5207 if (!IS_FREE(newx, newy))
5209 if (IS_PLAYER(x, y))
5210 DrawPlayerField(x, y);
5212 DrawLevelField(x, y);
5218 boolean wanna_flame = !RND(10);
5219 int dx = newx - x, dy = newy - y;
5220 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5221 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5222 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5223 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5224 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5225 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5228 IS_CLASSIC_ENEMY(element1) ||
5229 IS_CLASSIC_ENEMY(element2)) &&
5230 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5231 element1 != EL_FLAMES && element2 != EL_FLAMES)
5233 ResetGfxAnimation(x, y);
5234 GfxAction[x][y] = ACTION_ATTACKING;
5236 if (IS_PLAYER(x, y))
5237 DrawPlayerField(x, y);
5239 DrawLevelField(x, y);
5241 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5243 MovDelay[x][y] = 50;
5247 RemoveField(newx, newy);
5249 Feld[newx][newy] = EL_FLAMES;
5250 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5253 RemoveField(newx1, newy1);
5255 Feld[newx1][newy1] = EL_FLAMES;
5257 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5260 RemoveField(newx2, newy2);
5262 Feld[newx2][newy2] = EL_FLAMES;
5269 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5270 Feld[newx][newy] == EL_DIAMOND)
5272 if (IS_MOVING(newx, newy))
5273 RemoveMovingField(newx, newy);
5276 Feld[newx][newy] = EL_EMPTY;
5277 DrawLevelField(newx, newy);
5280 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5282 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5283 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5285 if (AmoebaNr[newx][newy])
5287 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5288 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5289 Feld[newx][newy] == EL_BD_AMOEBA)
5290 AmoebaCnt[AmoebaNr[newx][newy]]--;
5295 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5297 RemoveMovingField(newx, newy);
5300 if (IS_MOVING(newx, newy))
5302 RemoveMovingField(newx, newy);
5307 Feld[newx][newy] = EL_EMPTY;
5308 DrawLevelField(newx, newy);
5311 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5313 else if ((element == EL_PACMAN || element == EL_MOLE)
5314 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5316 if (AmoebaNr[newx][newy])
5318 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5319 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5320 Feld[newx][newy] == EL_BD_AMOEBA)
5321 AmoebaCnt[AmoebaNr[newx][newy]]--;
5324 if (element == EL_MOLE)
5326 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5327 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5329 ResetGfxAnimation(x, y);
5330 GfxAction[x][y] = ACTION_DIGGING;
5331 DrawLevelField(x, y);
5333 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5335 return; /* wait for shrinking amoeba */
5337 else /* element == EL_PACMAN */
5339 Feld[newx][newy] = EL_EMPTY;
5340 DrawLevelField(newx, newy);
5341 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5344 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5345 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5346 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5348 /* wait for shrinking amoeba to completely disappear */
5351 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5353 /* object was running against a wall */
5358 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5359 if (move_pattern & MV_ANY_DIRECTION &&
5360 move_pattern == MovDir[x][y])
5362 int blocking_element =
5363 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5365 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5368 element = Feld[x][y]; /* element might have changed */
5372 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5373 DrawLevelElementAnimation(x, y, element);
5375 if (DONT_TOUCH(element))
5376 TestIfBadThingTouchesPlayer(x, y);
5381 InitMovingField(x, y, MovDir[x][y]);
5383 PlayLevelSoundAction(x, y, ACTION_MOVING);
5387 ContinueMoving(x, y);
5390 void ContinueMoving(int x, int y)
5392 int element = Feld[x][y];
5393 int stored = Store[x][y];
5394 struct ElementInfo *ei = &element_info[element];
5395 int direction = MovDir[x][y];
5396 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5397 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5398 int newx = x + dx, newy = y + dy;
5399 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5400 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5401 boolean last_line = (newy == lev_fieldy - 1);
5403 MovPos[x][y] += getElementMoveStepsize(x, y);
5405 if (pushed_by_player) /* special case: moving object pushed by player */
5406 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5408 if (ABS(MovPos[x][y]) < TILEX)
5410 DrawLevelField(x, y);
5412 return; /* element is still moving */
5415 /* element reached destination field */
5417 Feld[x][y] = EL_EMPTY;
5418 Feld[newx][newy] = element;
5419 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5421 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5423 element = Feld[newx][newy] = EL_ACID;
5425 else if (element == EL_MOLE)
5427 Feld[x][y] = EL_SAND;
5429 DrawLevelFieldCrumbledSandNeighbours(x, y);
5431 else if (element == EL_QUICKSAND_FILLING)
5433 element = Feld[newx][newy] = get_next_element(element);
5434 Store[newx][newy] = Store[x][y];
5436 else if (element == EL_QUICKSAND_EMPTYING)
5438 Feld[x][y] = get_next_element(element);
5439 element = Feld[newx][newy] = Store[x][y];
5441 else if (element == EL_MAGIC_WALL_FILLING)
5443 element = Feld[newx][newy] = get_next_element(element);
5444 if (!game.magic_wall_active)
5445 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5446 Store[newx][newy] = Store[x][y];
5448 else if (element == EL_MAGIC_WALL_EMPTYING)
5450 Feld[x][y] = get_next_element(element);
5451 if (!game.magic_wall_active)
5452 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5453 element = Feld[newx][newy] = Store[x][y];
5455 #if USE_NEW_COLLECT_COUNT
5456 InitField(newx, newy, FALSE);
5459 else if (element == EL_BD_MAGIC_WALL_FILLING)
5461 element = Feld[newx][newy] = get_next_element(element);
5462 if (!game.magic_wall_active)
5463 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5464 Store[newx][newy] = Store[x][y];
5466 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5468 Feld[x][y] = get_next_element(element);
5469 if (!game.magic_wall_active)
5470 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5471 element = Feld[newx][newy] = Store[x][y];
5473 #if USE_NEW_COLLECT_COUNT
5474 InitField(newx, newy, FALSE);
5477 else if (element == EL_AMOEBA_DROPPING)
5479 Feld[x][y] = get_next_element(element);
5480 element = Feld[newx][newy] = Store[x][y];
5482 else if (element == EL_SOKOBAN_OBJECT)
5485 Feld[x][y] = Back[x][y];
5487 if (Back[newx][newy])
5488 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5490 Back[x][y] = Back[newx][newy] = 0;
5493 Store[x][y] = EL_EMPTY;
5498 MovDelay[newx][newy] = 0;
5500 if (CAN_CHANGE(element))
5502 /* copy element change control values to new field */
5503 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5504 ChangePage[newx][newy] = ChangePage[x][y];
5505 Changed[newx][newy] = Changed[x][y];
5506 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5508 #if USE_NEW_COLLECT_COUNT
5509 Count[newx][newy] = Count[x][y];
5513 ChangeDelay[x][y] = 0;
5514 ChangePage[x][y] = -1;
5515 Changed[x][y] = FALSE;
5516 ChangeEvent[x][y] = -1;
5518 #if USE_NEW_COLLECT_COUNT
5522 /* copy animation control values to new field */
5523 GfxFrame[newx][newy] = GfxFrame[x][y];
5524 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5525 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5526 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5528 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5530 /* some elements can leave other elements behind after moving */
5531 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5532 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5533 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5535 int move_leave_element = ei->move_leave_element;
5537 /* this makes it possible to leave the removed element again */
5538 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5539 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5540 move_leave_element = stored;
5542 Feld[x][y] = move_leave_element;
5544 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5545 MovDir[x][y] = direction;
5547 InitField(x, y, FALSE);
5549 if (GFX_CRUMBLED(Feld[x][y]))
5550 DrawLevelFieldCrumbledSandNeighbours(x, y);
5552 if (ELEM_IS_PLAYER(move_leave_element))
5553 RelocatePlayer(x, y, move_leave_element);
5556 /* do this after checking for left-behind element */
5557 ResetGfxAnimation(x, y); /* reset animation values for old field */
5559 if (!CAN_MOVE(element) ||
5560 (CAN_FALL(element) && direction == MV_DOWN &&
5561 (element == EL_SPRING ||
5562 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5563 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5564 GfxDir[x][y] = MovDir[newx][newy] = 0;
5566 DrawLevelField(x, y);
5567 DrawLevelField(newx, newy);
5569 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5571 /* prevent pushed element from moving on in pushed direction */
5572 if (pushed_by_player && CAN_MOVE(element) &&
5573 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5574 !(element_info[element].move_pattern & direction))
5575 TurnRound(newx, newy);
5577 /* prevent elements on conveyor belt from moving on in last direction */
5578 if (pushed_by_conveyor && CAN_FALL(element) &&
5579 direction & MV_HORIZONTAL)
5580 MovDir[newx][newy] = 0;
5582 if (!pushed_by_player)
5584 int nextx = newx + dx, nexty = newy + dy;
5585 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5587 WasJustMoving[newx][newy] = 3;
5589 if (CAN_FALL(element) && direction == MV_DOWN)
5590 WasJustFalling[newx][newy] = 3;
5592 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5593 CheckCollision[newx][newy] = 2;
5596 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5598 TestIfBadThingTouchesPlayer(newx, newy);
5599 TestIfBadThingTouchesFriend(newx, newy);
5601 if (!IS_CUSTOM_ELEMENT(element))
5602 TestIfBadThingTouchesOtherBadThing(newx, newy);
5604 else if (element == EL_PENGUIN)
5605 TestIfFriendTouchesBadThing(newx, newy);
5607 /* give the player one last chance (one more frame) to move away */
5608 if (CAN_FALL(element) && direction == MV_DOWN &&
5609 (last_line || (!IS_FREE(x, newy + 1) &&
5610 (!IS_PLAYER(x, newy + 1) ||
5611 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5614 if (pushed_by_player && !game.use_change_when_pushing_bug)
5616 int dig_side = MV_DIR_OPPOSITE(direction);
5617 struct PlayerInfo *player = PLAYERINFO(x, y);
5619 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5620 player->index_bit, dig_side);
5621 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5622 player->index_bit, dig_side);
5625 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5627 TestIfElementHitsCustomElement(newx, newy, direction);
5628 TestIfPlayerTouchesCustomElement(newx, newy);
5629 TestIfElementTouchesCustomElement(newx, newy);
5632 int AmoebeNachbarNr(int ax, int ay)
5635 int element = Feld[ax][ay];
5637 static int xy[4][2] =
5645 for (i = 0; i < NUM_DIRECTIONS; i++)
5647 int x = ax + xy[i][0];
5648 int y = ay + xy[i][1];
5650 if (!IN_LEV_FIELD(x, y))
5653 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5654 group_nr = AmoebaNr[x][y];
5660 void AmoebenVereinigen(int ax, int ay)
5662 int i, x, y, xx, yy;
5663 int new_group_nr = AmoebaNr[ax][ay];
5664 static int xy[4][2] =
5672 if (new_group_nr == 0)
5675 for (i = 0; i < NUM_DIRECTIONS; i++)
5680 if (!IN_LEV_FIELD(x, y))
5683 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5684 Feld[x][y] == EL_BD_AMOEBA ||
5685 Feld[x][y] == EL_AMOEBA_DEAD) &&
5686 AmoebaNr[x][y] != new_group_nr)
5688 int old_group_nr = AmoebaNr[x][y];
5690 if (old_group_nr == 0)
5693 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5694 AmoebaCnt[old_group_nr] = 0;
5695 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5696 AmoebaCnt2[old_group_nr] = 0;
5698 for (yy = 0; yy < lev_fieldy; yy++)
5700 for (xx = 0; xx < lev_fieldx; xx++)
5702 if (AmoebaNr[xx][yy] == old_group_nr)
5703 AmoebaNr[xx][yy] = new_group_nr;
5710 void AmoebeUmwandeln(int ax, int ay)
5714 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5716 int group_nr = AmoebaNr[ax][ay];
5721 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5722 printf("AmoebeUmwandeln(): This should never happen!\n");
5727 for (y = 0; y < lev_fieldy; y++)
5729 for (x = 0; x < lev_fieldx; x++)
5731 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5734 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5738 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5739 SND_AMOEBA_TURNING_TO_GEM :
5740 SND_AMOEBA_TURNING_TO_ROCK));
5745 static int xy[4][2] =
5753 for (i = 0; i < NUM_DIRECTIONS; i++)
5758 if (!IN_LEV_FIELD(x, y))
5761 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5763 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5764 SND_AMOEBA_TURNING_TO_GEM :
5765 SND_AMOEBA_TURNING_TO_ROCK));
5772 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5775 int group_nr = AmoebaNr[ax][ay];
5776 boolean done = FALSE;
5781 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5782 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5787 for (y = 0; y < lev_fieldy; y++)
5789 for (x = 0; x < lev_fieldx; x++)
5791 if (AmoebaNr[x][y] == group_nr &&
5792 (Feld[x][y] == EL_AMOEBA_DEAD ||
5793 Feld[x][y] == EL_BD_AMOEBA ||
5794 Feld[x][y] == EL_AMOEBA_GROWING))
5797 Feld[x][y] = new_element;
5798 InitField(x, y, FALSE);
5799 DrawLevelField(x, y);
5806 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5807 SND_BD_AMOEBA_TURNING_TO_ROCK :
5808 SND_BD_AMOEBA_TURNING_TO_GEM));
5811 void AmoebeWaechst(int x, int y)
5813 static unsigned long sound_delay = 0;
5814 static unsigned long sound_delay_value = 0;
5816 if (!MovDelay[x][y]) /* start new growing cycle */
5820 if (DelayReached(&sound_delay, sound_delay_value))
5822 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5823 sound_delay_value = 30;
5827 if (MovDelay[x][y]) /* wait some time before growing bigger */
5830 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5832 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5833 6 - MovDelay[x][y]);
5835 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5838 if (!MovDelay[x][y])
5840 Feld[x][y] = Store[x][y];
5842 DrawLevelField(x, y);
5847 void AmoebaDisappearing(int x, int y)
5849 static unsigned long sound_delay = 0;
5850 static unsigned long sound_delay_value = 0;
5852 if (!MovDelay[x][y]) /* start new shrinking cycle */
5856 if (DelayReached(&sound_delay, sound_delay_value))
5857 sound_delay_value = 30;
5860 if (MovDelay[x][y]) /* wait some time before shrinking */
5863 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5865 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5866 6 - MovDelay[x][y]);
5868 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5871 if (!MovDelay[x][y])
5873 Feld[x][y] = EL_EMPTY;
5874 DrawLevelField(x, y);
5876 /* don't let mole enter this field in this cycle;
5877 (give priority to objects falling to this field from above) */
5883 void AmoebeAbleger(int ax, int ay)
5886 int element = Feld[ax][ay];
5887 int graphic = el2img(element);
5888 int newax = ax, neway = ay;
5889 static int xy[4][2] =
5897 if (!level.amoeba_speed)
5899 Feld[ax][ay] = EL_AMOEBA_DEAD;
5900 DrawLevelField(ax, ay);
5904 if (IS_ANIMATED(graphic))
5905 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5907 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5908 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5910 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5913 if (MovDelay[ax][ay])
5917 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5920 int x = ax + xy[start][0];
5921 int y = ay + xy[start][1];
5923 if (!IN_LEV_FIELD(x, y))
5926 if (IS_FREE(x, y) ||
5927 CAN_GROW_INTO(Feld[x][y]) ||
5928 Feld[x][y] == EL_QUICKSAND_EMPTY)
5934 if (newax == ax && neway == ay)
5937 else /* normal or "filled" (BD style) amoeba */
5940 boolean waiting_for_player = FALSE;
5942 for (i = 0; i < NUM_DIRECTIONS; i++)
5944 int j = (start + i) % 4;
5945 int x = ax + xy[j][0];
5946 int y = ay + xy[j][1];
5948 if (!IN_LEV_FIELD(x, y))
5951 if (IS_FREE(x, y) ||
5952 CAN_GROW_INTO(Feld[x][y]) ||
5953 Feld[x][y] == EL_QUICKSAND_EMPTY)
5959 else if (IS_PLAYER(x, y))
5960 waiting_for_player = TRUE;
5963 if (newax == ax && neway == ay) /* amoeba cannot grow */
5965 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5967 Feld[ax][ay] = EL_AMOEBA_DEAD;
5968 DrawLevelField(ax, ay);
5969 AmoebaCnt[AmoebaNr[ax][ay]]--;
5971 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5973 if (element == EL_AMOEBA_FULL)
5974 AmoebeUmwandeln(ax, ay);
5975 else if (element == EL_BD_AMOEBA)
5976 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5981 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5983 /* amoeba gets larger by growing in some direction */
5985 int new_group_nr = AmoebaNr[ax][ay];
5988 if (new_group_nr == 0)
5990 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5991 printf("AmoebeAbleger(): This should never happen!\n");
5996 AmoebaNr[newax][neway] = new_group_nr;
5997 AmoebaCnt[new_group_nr]++;
5998 AmoebaCnt2[new_group_nr]++;
6000 /* if amoeba touches other amoeba(s) after growing, unify them */
6001 AmoebenVereinigen(newax, neway);
6003 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6005 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6011 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6012 (neway == lev_fieldy - 1 && newax != ax))
6014 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6015 Store[newax][neway] = element;
6017 else if (neway == ay)
6019 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6021 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6025 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6026 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6027 Store[ax][ay] = EL_AMOEBA_DROP;
6028 ContinueMoving(ax, ay);
6032 DrawLevelField(newax, neway);
6035 void Life(int ax, int ay)
6039 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6042 int element = Feld[ax][ay];
6043 int graphic = el2img(element);
6044 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
6046 boolean changed = FALSE;
6048 if (IS_ANIMATED(graphic))
6049 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6054 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6055 MovDelay[ax][ay] = life_time;
6057 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6060 if (MovDelay[ax][ay])
6064 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6066 int xx = ax+x1, yy = ay+y1;
6069 if (!IN_LEV_FIELD(xx, yy))
6072 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6074 int x = xx+x2, y = yy+y2;
6076 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6079 if (((Feld[x][y] == element ||
6080 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6082 (IS_FREE(x, y) && Stop[x][y]))
6086 if (xx == ax && yy == ay) /* field in the middle */
6088 if (nachbarn < life_parameter[0] ||
6089 nachbarn > life_parameter[1])
6091 Feld[xx][yy] = EL_EMPTY;
6093 DrawLevelField(xx, yy);
6094 Stop[xx][yy] = TRUE;
6098 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6099 { /* free border field */
6100 if (nachbarn >= life_parameter[2] &&
6101 nachbarn <= life_parameter[3])
6103 Feld[xx][yy] = element;
6104 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6106 DrawLevelField(xx, yy);
6107 Stop[xx][yy] = TRUE;
6114 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6115 SND_GAME_OF_LIFE_GROWING);
6118 static void InitRobotWheel(int x, int y)
6120 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6123 static void RunRobotWheel(int x, int y)
6125 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6128 static void StopRobotWheel(int x, int y)
6130 if (ZX == x && ZY == y)
6134 static void InitTimegateWheel(int x, int y)
6136 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6139 static void RunTimegateWheel(int x, int y)
6141 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6144 void CheckExit(int x, int y)
6146 if (local_player->gems_still_needed > 0 ||
6147 local_player->sokobanfields_still_needed > 0 ||
6148 local_player->lights_still_needed > 0)
6150 int element = Feld[x][y];
6151 int graphic = el2img(element);
6153 if (IS_ANIMATED(graphic))
6154 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6159 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6162 Feld[x][y] = EL_EXIT_OPENING;
6164 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6167 void CheckExitSP(int x, int y)
6169 if (local_player->gems_still_needed > 0)
6171 int element = Feld[x][y];
6172 int graphic = el2img(element);
6174 if (IS_ANIMATED(graphic))
6175 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6180 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6183 Feld[x][y] = EL_SP_EXIT_OPENING;
6185 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6188 static void CloseAllOpenTimegates()
6192 for (y = 0; y < lev_fieldy; y++)
6194 for (x = 0; x < lev_fieldx; x++)
6196 int element = Feld[x][y];
6198 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6200 Feld[x][y] = EL_TIMEGATE_CLOSING;
6202 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6208 void EdelsteinFunkeln(int x, int y)
6210 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6213 if (Feld[x][y] == EL_BD_DIAMOND)
6216 if (MovDelay[x][y] == 0) /* next animation frame */
6217 MovDelay[x][y] = 11 * !SimpleRND(500);
6219 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6223 if (setup.direct_draw && MovDelay[x][y])
6224 SetDrawtoField(DRAW_BUFFERED);
6226 DrawLevelElementAnimation(x, y, Feld[x][y]);
6228 if (MovDelay[x][y] != 0)
6230 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6231 10 - MovDelay[x][y]);
6233 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6235 if (setup.direct_draw)
6239 dest_x = FX + SCREENX(x) * TILEX;
6240 dest_y = FY + SCREENY(y) * TILEY;
6242 BlitBitmap(drawto_field, window,
6243 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6244 SetDrawtoField(DRAW_DIRECT);
6250 void MauerWaechst(int x, int y)
6254 if (!MovDelay[x][y]) /* next animation frame */
6255 MovDelay[x][y] = 3 * delay;
6257 if (MovDelay[x][y]) /* wait some time before next frame */
6261 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6263 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6264 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6266 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6269 if (!MovDelay[x][y])
6271 if (MovDir[x][y] == MV_LEFT)
6273 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6274 DrawLevelField(x - 1, y);
6276 else if (MovDir[x][y] == MV_RIGHT)
6278 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6279 DrawLevelField(x + 1, y);
6281 else if (MovDir[x][y] == MV_UP)
6283 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6284 DrawLevelField(x, y - 1);
6288 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6289 DrawLevelField(x, y + 1);
6292 Feld[x][y] = Store[x][y];
6294 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
6295 DrawLevelField(x, y);
6300 void MauerAbleger(int ax, int ay)
6302 int element = Feld[ax][ay];
6303 int graphic = el2img(element);
6304 boolean oben_frei = FALSE, unten_frei = FALSE;
6305 boolean links_frei = FALSE, rechts_frei = FALSE;
6306 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6307 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6308 boolean new_wall = FALSE;
6310 if (IS_ANIMATED(graphic))
6311 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6313 if (!MovDelay[ax][ay]) /* start building new wall */
6314 MovDelay[ax][ay] = 6;
6316 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6319 if (MovDelay[ax][ay])
6323 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6325 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6327 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6329 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6332 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6333 element == EL_EXPANDABLE_WALL_ANY)
6337 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6338 Store[ax][ay-1] = element;
6339 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6340 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6341 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6342 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6347 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6348 Store[ax][ay+1] = element;
6349 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6350 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6351 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6352 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6357 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6358 element == EL_EXPANDABLE_WALL_ANY ||
6359 element == EL_EXPANDABLE_WALL)
6363 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6364 Store[ax-1][ay] = element;
6365 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6366 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6367 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6368 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6374 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6375 Store[ax+1][ay] = element;
6376 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6377 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6378 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6379 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6384 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6385 DrawLevelField(ax, ay);
6387 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6389 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6390 unten_massiv = TRUE;
6391 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6392 links_massiv = TRUE;
6393 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6394 rechts_massiv = TRUE;
6396 if (((oben_massiv && unten_massiv) ||
6397 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6398 element == EL_EXPANDABLE_WALL) &&
6399 ((links_massiv && rechts_massiv) ||
6400 element == EL_EXPANDABLE_WALL_VERTICAL))
6401 Feld[ax][ay] = EL_WALL;
6404 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6407 void CheckForDragon(int x, int y)
6410 boolean dragon_found = FALSE;
6411 static int xy[4][2] =
6419 for (i = 0; i < NUM_DIRECTIONS; i++)
6421 for (j = 0; j < 4; j++)
6423 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6425 if (IN_LEV_FIELD(xx, yy) &&
6426 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6428 if (Feld[xx][yy] == EL_DRAGON)
6429 dragon_found = TRUE;
6438 for (i = 0; i < NUM_DIRECTIONS; i++)
6440 for (j = 0; j < 3; j++)
6442 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6444 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6446 Feld[xx][yy] = EL_EMPTY;
6447 DrawLevelField(xx, yy);
6456 static void InitBuggyBase(int x, int y)
6458 int element = Feld[x][y];
6459 int activating_delay = FRAMES_PER_SECOND / 4;
6462 (element == EL_SP_BUGGY_BASE ?
6463 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6464 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6466 element == EL_SP_BUGGY_BASE_ACTIVE ?
6467 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6470 static void WarnBuggyBase(int x, int y)
6473 static int xy[4][2] =
6481 for (i = 0; i < NUM_DIRECTIONS; i++)
6483 int xx = x + xy[i][0], yy = y + xy[i][1];
6485 if (IS_PLAYER(xx, yy))
6487 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6494 static void InitTrap(int x, int y)
6496 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6499 static void ActivateTrap(int x, int y)
6501 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6504 static void ChangeActiveTrap(int x, int y)
6506 int graphic = IMG_TRAP_ACTIVE;
6508 /* if new animation frame was drawn, correct crumbled sand border */
6509 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6510 DrawLevelFieldCrumbledSand(x, y);
6513 static int getSpecialActionElement(int element, int number, int base_element)
6515 return (element != EL_EMPTY ? element :
6516 number != -1 ? base_element + number - 1 :
6520 static int getModifiedActionNumber(int value_old, int operator, int operand,
6521 int value_min, int value_max)
6523 int value_new = (operator == CA_MODE_SET ? operand :
6524 operator == CA_MODE_ADD ? value_old + operand :
6525 operator == CA_MODE_SUBTRACT ? value_old - operand :
6526 operator == CA_MODE_MULTIPLY ? value_old * operand :
6527 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6528 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
6531 return (value_new < value_min ? value_min :
6532 value_new > value_max ? value_max :
6536 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6538 struct ElementInfo *ei = &element_info[element];
6539 struct ElementChangeInfo *change = &ei->change_page[page];
6540 int action_type = change->action_type;
6541 int action_mode = change->action_mode;
6542 int action_arg = change->action_arg;
6545 if (!change->has_action)
6548 /* ---------- determine action paramater values ---------- */
6550 int action_arg_element =
6551 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6552 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6553 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6556 int action_arg_number_min =
6557 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6560 int action_arg_number_max =
6561 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6562 action_type == CA_SET_GEMS ? 999 :
6563 action_type == CA_SET_TIME ? 9999 :
6564 action_type == CA_SET_SCORE ? 99999 :
6565 action_type == CA_SET_CE_SCORE ? 9999 :
6566 action_type == CA_SET_CE_COUNT ? 9999 :
6569 int action_arg_number_reset =
6570 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6571 action_type == CA_SET_GEMS ? level.gems_needed :
6572 action_type == CA_SET_TIME ? level.time :
6573 action_type == CA_SET_SCORE ? 0 :
6574 action_type == CA_SET_CE_SCORE ? 0 :
6575 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6578 int action_arg_number_normal =
6579 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6580 action_arg_number_reset);
6582 int action_arg_number =
6583 (action_arg <= CA_ARG_MAX ? action_arg :
6584 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6585 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6586 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6587 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6588 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6589 #if USE_NEW_COLLECT_COUNT
6590 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6592 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6594 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6597 int action_arg_number_old =
6598 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6599 action_type == CA_SET_TIME ? TimeLeft :
6600 action_type == CA_SET_SCORE ? local_player->score :
6601 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6602 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6605 int action_arg_number_new =
6606 getModifiedActionNumber(action_arg_number_old,
6607 action_mode, action_arg_number,
6608 action_arg_number_min, action_arg_number_max);
6610 int action_arg_player_bits =
6611 (action_arg == CA_ARG_PLAYER_ANY ? PLAYER_BITS_ANY :
6612 action_arg >= CA_ARG_PLAYER_1 &&
6613 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6614 action_arg >= CA_ARG_1 &&
6615 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - CA_ARG_1)) :
6616 action_arg_element >= EL_PLAYER_1 &&
6617 action_arg_element <= EL_PLAYER_4 ?
6618 (1 << (action_arg_element - EL_PLAYER_1)) :
6621 int trigger_player_bits =
6622 (change->actual_trigger_player >= EL_PLAYER_1 &&
6623 change->actual_trigger_player <= EL_PLAYER_4 ?
6624 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6627 /* ---------- execute action ---------- */
6636 case CA_EXIT_PLAYER:
6638 for (i = 0; i < MAX_PLAYERS; i++)
6639 if (action_arg_player_bits & (1 << i))
6640 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6645 case CA_KILL_PLAYER:
6647 for (i = 0; i < MAX_PLAYERS; i++)
6648 if (action_arg_player_bits & (1 << i))
6649 KillPlayer(&stored_player[i]);
6654 case CA_RESTART_LEVEL:
6656 game.restart_level = TRUE;
6661 case CA_SHOW_ENVELOPE:
6663 int element = getSpecialActionElement(action_arg_element,
6664 action_arg_number, EL_ENVELOPE_1);
6666 if (IS_ENVELOPE(element))
6667 local_player->show_envelope = element;
6674 int element = getSpecialActionElement(action_arg_element,
6675 action_arg_number, EL_KEY_1);
6677 if (IS_KEY(element))
6679 for (i = 0; i < MAX_PLAYERS; i++)
6681 if (trigger_player_bits & (1 << i))
6683 stored_player[i].key[KEY_NR(element)] = TRUE;
6685 DrawGameValue_Keys(stored_player[i].key);
6687 redraw_mask |= REDRAW_DOOR_1;
6697 int element = getSpecialActionElement(action_arg_element,
6698 action_arg_number, EL_KEY_1);
6700 if (IS_KEY(element))
6702 for (i = 0; i < MAX_PLAYERS; i++)
6704 if (trigger_player_bits & (1 << i))
6706 stored_player[i].key[KEY_NR(element)] = FALSE;
6708 DrawGameValue_Keys(stored_player[i].key);
6710 redraw_mask |= REDRAW_DOOR_1;
6718 case CA_SET_PLAYER_SPEED:
6720 for (i = 0; i < MAX_PLAYERS; i++)
6722 if (trigger_player_bits & (1 << i))
6724 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6726 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6728 /* translate "+" and "-" to "*" and "/" with powers of two */
6729 action_arg_number = 1 << action_arg_number;
6730 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6735 getModifiedActionNumber(move_stepsize,
6738 action_arg_number_min,
6739 action_arg_number_max);
6741 /* make sure that value is power of 2 */
6742 move_stepsize = (1 << log_2(move_stepsize));
6744 /* do no immediately change -- the player might just be moving */
6745 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6748 printf("::: move_delay_value == %d [%d]\n",
6749 stored_player[i].move_delay_value_next, action_arg_number);
6759 local_player->gems_still_needed = action_arg_number_new;
6761 DrawGameValue_Emeralds(local_player->gems_still_needed);
6768 if (level.time > 0) /* only modify limited time value */
6770 TimeLeft = action_arg_number_new;
6772 DrawGameValue_Time(TimeLeft);
6774 if (!TimeLeft && setup.time_limit)
6775 for (i = 0; i < MAX_PLAYERS; i++)
6776 KillPlayer(&stored_player[i]);
6784 local_player->score = action_arg_number_new;
6786 DrawGameValue_Score(local_player->score);
6791 case CA_SET_CE_SCORE:
6793 ei->collect_score = action_arg_number_new;
6798 case CA_SET_CE_COUNT:
6800 #if USE_NEW_COLLECT_COUNT
6801 int count_last = Count[x][y];
6803 Count[x][y] = action_arg_number_new;
6806 printf("::: Count == %d\n", Count[x][y]);
6809 if (Count[x][y] == 0 && count_last > 0)
6812 printf("::: CE_COUNT_AT_ZERO\n");
6815 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6816 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6823 case CA_SET_DYNABOMB_NUMBER:
6825 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6830 case CA_SET_DYNABOMB_SIZE:
6832 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6837 case CA_SET_DYNABOMB_POWER:
6839 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6844 case CA_TOGGLE_PLAYER_GRAVITY:
6846 game.gravity = !game.gravity;
6851 case CA_ENABLE_PLAYER_GRAVITY:
6853 game.gravity = TRUE;
6858 case CA_DISABLE_PLAYER_GRAVITY:
6860 game.gravity = FALSE;
6870 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6871 int x, int y, int target_element)
6873 int previous_move_direction = MovDir[x][y];
6874 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6875 IS_WALKABLE(Feld[x][y]));
6877 /* check if element under player changes from accessible to unaccessible
6878 (needed for special case of dropping element which then changes) */
6879 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6880 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6888 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6889 RemoveMovingField(x, y);
6893 Feld[x][y] = target_element;
6895 ResetGfxAnimation(x, y);
6896 ResetRandomAnimationValue(x, y);
6898 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6899 MovDir[x][y] = previous_move_direction;
6901 InitField_WithBug1(x, y, FALSE);
6903 DrawLevelField(x, y);
6905 if (GFX_CRUMBLED(Feld[x][y]))
6906 DrawLevelFieldCrumbledSandNeighbours(x, y);
6909 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6910 if (ELEM_IS_PLAYER(target_element))
6911 RelocatePlayer(x, y, target_element);
6914 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6916 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6919 TestIfBadThingTouchesPlayer(x, y);
6920 TestIfPlayerTouchesCustomElement(x, y);
6921 TestIfElementTouchesCustomElement(x, y);
6924 static boolean ChangeElementNow(int x, int y, int element, int page)
6926 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6928 int old_element = Feld[x][y];
6930 /* always use default change event to prevent running into a loop */
6931 if (ChangeEvent[x][y] == -1)
6932 ChangeEvent[x][y] = CE_DELAY;
6934 if (ChangeEvent[x][y] == CE_DELAY)
6936 /* reset actual trigger element, trigger player and action element */
6937 change->actual_trigger_element = EL_EMPTY;
6938 change->actual_trigger_player = EL_PLAYER_1;
6942 /* do not change any elements that have already changed in this frame */
6946 /* do not change already changed elements with same change event */
6947 if (Changed[x][y] & ChangeEvent[x][y])
6952 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6954 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6957 if (change->explode)
6964 if (change->use_target_content)
6966 boolean complete_replace = TRUE;
6967 boolean can_replace[3][3];
6970 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6973 boolean is_walkable;
6974 boolean is_diggable;
6975 boolean is_collectible;
6976 boolean is_removable;
6977 boolean is_destructible;
6978 int ex = x + xx - 1;
6979 int ey = y + yy - 1;
6980 int content_element = change->target_content.e[xx][yy];
6983 can_replace[xx][yy] = TRUE;
6985 if (ex == x && ey == y) /* do not check changing element itself */
6988 if (content_element == EL_EMPTY_SPACE)
6990 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6995 if (!IN_LEV_FIELD(ex, ey))
6997 can_replace[xx][yy] = FALSE;
6998 complete_replace = FALSE;
7005 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7006 e = MovingOrBlocked2Element(ex, ey);
7008 is_empty = (IS_FREE(ex, ey) ||
7009 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7011 is_walkable = (is_empty || IS_WALKABLE(e));
7012 is_diggable = (is_empty || IS_DIGGABLE(e));
7013 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7014 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7015 is_removable = (is_diggable || is_collectible);
7017 can_replace[xx][yy] =
7018 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7019 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7020 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7021 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7022 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7023 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7024 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7026 if (!can_replace[xx][yy])
7027 complete_replace = FALSE;
7030 if (!change->only_if_complete || complete_replace)
7032 boolean something_has_changed = FALSE;
7034 if (change->only_if_complete && change->use_random_replace &&
7035 RND(100) < change->random_percentage)
7038 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7040 int ex = x + xx - 1;
7041 int ey = y + yy - 1;
7042 int content_element;
7044 if (can_replace[xx][yy] && (!change->use_random_replace ||
7045 RND(100) < change->random_percentage))
7047 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7048 RemoveMovingField(ex, ey);
7050 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7052 content_element = change->target_content.e[xx][yy];
7053 target_element = GET_TARGET_ELEMENT(content_element, change);
7055 ChangeElementNowExt(change, ex, ey, target_element);
7057 something_has_changed = TRUE;
7059 /* for symmetry reasons, freeze newly created border elements */
7060 if (ex != x || ey != y)
7061 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7065 if (something_has_changed)
7067 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7068 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7074 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7076 ChangeElementNowExt(change, x, y, target_element);
7078 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7079 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7082 /* this uses direct change before indirect change */
7083 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7088 #if USE_NEW_DELAYED_ACTION
7090 static void ChangeElement(int x, int y, int page)
7092 int element = MovingOrBlocked2Element(x, y);
7093 struct ElementInfo *ei = &element_info[element];
7094 struct ElementChangeInfo *change = &ei->change_page[page];
7097 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
7098 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
7101 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7102 x, y, element, element_info[element].token_name);
7103 printf("ChangeElement(): This should never happen!\n");
7108 /* this can happen with classic bombs on walkable, changing elements */
7109 if (!CAN_CHANGE_OR_HAS_ACTION(element))
7112 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7113 ChangeDelay[x][y] = 0;
7119 if (ChangeDelay[x][y] == 0) /* initialize element change */
7121 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7123 if (change->can_change)
7125 ResetGfxAnimation(x, y);
7126 ResetRandomAnimationValue(x, y);
7128 if (change->pre_change_function)
7129 change->pre_change_function(x, y);
7133 ChangeDelay[x][y]--;
7135 if (ChangeDelay[x][y] != 0) /* continue element change */
7137 if (change->can_change)
7139 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7141 if (IS_ANIMATED(graphic))
7142 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7144 if (change->change_function)
7145 change->change_function(x, y);
7148 else /* finish element change */
7150 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7152 page = ChangePage[x][y];
7153 ChangePage[x][y] = -1;
7155 change = &ei->change_page[page];
7158 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7160 ChangeDelay[x][y] = 1; /* try change after next move step */
7161 ChangePage[x][y] = page; /* remember page to use for change */
7166 if (change->can_change)
7168 if (ChangeElementNow(x, y, element, page))
7170 if (change->post_change_function)
7171 change->post_change_function(x, y);
7175 if (change->has_action)
7176 ExecuteCustomElementAction(x, y, element, page);
7182 static void ChangeElement(int x, int y, int page)
7184 int element = MovingOrBlocked2Element(x, y);
7185 struct ElementInfo *ei = &element_info[element];
7186 struct ElementChangeInfo *change = &ei->change_page[page];
7189 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7192 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7193 x, y, element, element_info[element].token_name);
7194 printf("ChangeElement(): This should never happen!\n");
7199 /* this can happen with classic bombs on walkable, changing elements */
7200 if (!CAN_CHANGE(element))
7203 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7204 ChangeDelay[x][y] = 0;
7210 if (ChangeDelay[x][y] == 0) /* initialize element change */
7212 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7214 ResetGfxAnimation(x, y);
7215 ResetRandomAnimationValue(x, y);
7217 if (change->pre_change_function)
7218 change->pre_change_function(x, y);
7221 ChangeDelay[x][y]--;
7223 if (ChangeDelay[x][y] != 0) /* continue element change */
7225 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7227 if (IS_ANIMATED(graphic))
7228 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7230 if (change->change_function)
7231 change->change_function(x, y);
7233 else /* finish element change */
7235 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7237 page = ChangePage[x][y];
7238 ChangePage[x][y] = -1;
7240 change = &ei->change_page[page];
7243 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7245 ChangeDelay[x][y] = 1; /* try change after next move step */
7246 ChangePage[x][y] = page; /* remember page to use for change */
7251 if (ChangeElementNow(x, y, element, page))
7253 if (change->post_change_function)
7254 change->post_change_function(x, y);
7261 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7267 boolean change_done_any = FALSE;
7268 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7271 if (!(trigger_events[trigger_element][trigger_event]))
7274 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7276 int element = EL_CUSTOM_START + i;
7277 boolean change_done = FALSE;
7280 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7281 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7284 for (p = 0; p < element_info[element].num_change_pages; p++)
7286 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7288 if (change->can_change_or_has_action &&
7289 change->has_event[trigger_event] &&
7290 change->trigger_side & trigger_side &&
7291 change->trigger_player & trigger_player &&
7292 change->trigger_page & trigger_page_bits &&
7293 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7295 change->actual_trigger_element = trigger_element;
7296 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7298 if ((change->can_change && !change_done) || change->has_action)
7302 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7304 if (Feld[x][y] == element)
7306 if (change->can_change && !change_done)
7308 ChangeDelay[x][y] = 1;
7309 ChangeEvent[x][y] = trigger_event;
7310 ChangeElement(x, y, p);
7312 #if USE_NEW_DELAYED_ACTION
7313 else if (change->has_action)
7315 ExecuteCustomElementAction(x, y, element, p);
7316 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7319 if (change->has_action)
7321 ExecuteCustomElementAction(x, y, element, p);
7322 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7328 if (change->can_change)
7331 change_done_any = TRUE;
7338 return change_done_any;
7341 static boolean CheckElementChangeExt(int x, int y,
7343 int trigger_element,
7348 boolean change_done = FALSE;
7351 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7352 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7355 if (Feld[x][y] == EL_BLOCKED)
7357 Blocked2Moving(x, y, &x, &y);
7358 element = Feld[x][y];
7361 if (Feld[x][y] != element) /* check if element has already changed */
7364 for (p = 0; p < element_info[element].num_change_pages; p++)
7366 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7368 boolean check_trigger_element =
7369 (trigger_event == CE_TOUCHING_X ||
7370 trigger_event == CE_HITTING_X ||
7371 trigger_event == CE_HIT_BY_X);
7373 if (change->can_change_or_has_action &&
7374 change->has_event[trigger_event] &&
7375 change->trigger_side & trigger_side &&
7376 change->trigger_player & trigger_player &&
7377 (!check_trigger_element ||
7378 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7380 change->actual_trigger_element = trigger_element;
7381 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7383 if (change->can_change && !change_done)
7385 ChangeDelay[x][y] = 1;
7386 ChangeEvent[x][y] = trigger_event;
7387 ChangeElement(x, y, p);
7391 #if USE_NEW_DELAYED_ACTION
7392 else if (change->has_action)
7394 ExecuteCustomElementAction(x, y, element, p);
7395 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7398 if (change->has_action)
7400 ExecuteCustomElementAction(x, y, element, p);
7401 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7410 static void PlayPlayerSound(struct PlayerInfo *player)
7412 int jx = player->jx, jy = player->jy;
7413 int element = player->element_nr;
7414 int last_action = player->last_action_waiting;
7415 int action = player->action_waiting;
7417 if (player->is_waiting)
7419 if (action != last_action)
7420 PlayLevelSoundElementAction(jx, jy, element, action);
7422 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7426 if (action != last_action)
7427 StopSound(element_info[element].sound[last_action]);
7429 if (last_action == ACTION_SLEEPING)
7430 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7434 static void PlayAllPlayersSound()
7438 for (i = 0; i < MAX_PLAYERS; i++)
7439 if (stored_player[i].active)
7440 PlayPlayerSound(&stored_player[i]);
7443 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7445 boolean last_waiting = player->is_waiting;
7446 int move_dir = player->MovDir;
7448 player->last_action_waiting = player->action_waiting;
7452 if (!last_waiting) /* not waiting -> waiting */
7454 player->is_waiting = TRUE;
7456 player->frame_counter_bored =
7458 game.player_boring_delay_fixed +
7459 SimpleRND(game.player_boring_delay_random);
7460 player->frame_counter_sleeping =
7462 game.player_sleeping_delay_fixed +
7463 SimpleRND(game.player_sleeping_delay_random);
7465 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7468 if (game.player_sleeping_delay_fixed +
7469 game.player_sleeping_delay_random > 0 &&
7470 player->anim_delay_counter == 0 &&
7471 player->post_delay_counter == 0 &&
7472 FrameCounter >= player->frame_counter_sleeping)
7473 player->is_sleeping = TRUE;
7474 else if (game.player_boring_delay_fixed +
7475 game.player_boring_delay_random > 0 &&
7476 FrameCounter >= player->frame_counter_bored)
7477 player->is_bored = TRUE;
7479 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7480 player->is_bored ? ACTION_BORING :
7483 if (player->is_sleeping)
7485 if (player->num_special_action_sleeping > 0)
7487 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7489 int last_special_action = player->special_action_sleeping;
7490 int num_special_action = player->num_special_action_sleeping;
7491 int special_action =
7492 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7493 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7494 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7495 last_special_action + 1 : ACTION_SLEEPING);
7496 int special_graphic =
7497 el_act_dir2img(player->element_nr, special_action, move_dir);
7499 player->anim_delay_counter =
7500 graphic_info[special_graphic].anim_delay_fixed +
7501 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7502 player->post_delay_counter =
7503 graphic_info[special_graphic].post_delay_fixed +
7504 SimpleRND(graphic_info[special_graphic].post_delay_random);
7506 player->special_action_sleeping = special_action;
7509 if (player->anim_delay_counter > 0)
7511 player->action_waiting = player->special_action_sleeping;
7512 player->anim_delay_counter--;
7514 else if (player->post_delay_counter > 0)
7516 player->post_delay_counter--;
7520 else if (player->is_bored)
7522 if (player->num_special_action_bored > 0)
7524 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7526 int special_action =
7527 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7528 int special_graphic =
7529 el_act_dir2img(player->element_nr, special_action, move_dir);
7531 player->anim_delay_counter =
7532 graphic_info[special_graphic].anim_delay_fixed +
7533 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7534 player->post_delay_counter =
7535 graphic_info[special_graphic].post_delay_fixed +
7536 SimpleRND(graphic_info[special_graphic].post_delay_random);
7538 player->special_action_bored = special_action;
7541 if (player->anim_delay_counter > 0)
7543 player->action_waiting = player->special_action_bored;
7544 player->anim_delay_counter--;
7546 else if (player->post_delay_counter > 0)
7548 player->post_delay_counter--;
7553 else if (last_waiting) /* waiting -> not waiting */
7555 player->is_waiting = FALSE;
7556 player->is_bored = FALSE;
7557 player->is_sleeping = FALSE;
7559 player->frame_counter_bored = -1;
7560 player->frame_counter_sleeping = -1;
7562 player->anim_delay_counter = 0;
7563 player->post_delay_counter = 0;
7565 player->action_waiting = ACTION_DEFAULT;
7567 player->special_action_bored = ACTION_DEFAULT;
7568 player->special_action_sleeping = ACTION_DEFAULT;
7572 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7574 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7575 int left = player_action & JOY_LEFT;
7576 int right = player_action & JOY_RIGHT;
7577 int up = player_action & JOY_UP;
7578 int down = player_action & JOY_DOWN;
7579 int button1 = player_action & JOY_BUTTON_1;
7580 int button2 = player_action & JOY_BUTTON_2;
7581 int dx = (left ? -1 : right ? 1 : 0);
7582 int dy = (up ? -1 : down ? 1 : 0);
7584 if (!player->active || tape.pausing)
7590 snapped = SnapField(player, dx, dy);
7594 dropped = DropElement(player);
7596 moved = MovePlayer(player, dx, dy);
7599 if (tape.single_step && tape.recording && !tape.pausing)
7601 if (button1 || (dropped && !moved))
7603 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7604 SnapField(player, 0, 0); /* stop snapping */
7608 SetPlayerWaiting(player, FALSE);
7610 return player_action;
7614 /* no actions for this player (no input at player's configured device) */
7616 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7617 SnapField(player, 0, 0);
7618 CheckGravityMovementWhenNotMoving(player);
7620 if (player->MovPos == 0)
7621 SetPlayerWaiting(player, TRUE);
7623 if (player->MovPos == 0) /* needed for tape.playing */
7624 player->is_moving = FALSE;
7626 player->is_dropping = FALSE;
7632 void AdvanceFrameAndPlayerCounters(int player_nr)
7636 /* advance frame counters (global frame counter and time frame counter) */
7640 /* advance player counters (counters for move delay, move animation etc.) */
7641 for (i = 0; i < MAX_PLAYERS; i++)
7643 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7644 int move_delay_value = stored_player[i].move_delay_value;
7645 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7647 if (!advance_player_counters) /* not all players may be affected */
7650 #if USE_NEW_PLAYER_ANIM
7651 if (move_frames == 0) /* less than one move per game frame */
7653 int stepsize = TILEX / move_delay_value;
7654 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7655 int count = (stored_player[i].is_moving ?
7656 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7658 if (count % delay == 0)
7663 stored_player[i].Frame += move_frames;
7665 if (stored_player[i].MovPos != 0)
7666 stored_player[i].StepFrame += move_frames;
7668 if (stored_player[i].move_delay > 0)
7669 stored_player[i].move_delay--;
7671 /* due to bugs in previous versions, counter must count up, not down */
7672 if (stored_player[i].push_delay != -1)
7673 stored_player[i].push_delay++;
7675 if (stored_player[i].drop_delay > 0)
7676 stored_player[i].drop_delay--;
7682 static unsigned long game_frame_delay = 0;
7683 unsigned long game_frame_delay_value;
7684 int magic_wall_x = 0, magic_wall_y = 0;
7685 int i, x, y, element, graphic;
7686 byte *recorded_player_action;
7687 byte summarized_player_action = 0;
7688 byte tape_action[MAX_PLAYERS];
7690 if (game_status != GAME_MODE_PLAYING)
7693 game_frame_delay_value =
7694 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7696 if (tape.playing && tape.warp_forward && !tape.pausing)
7697 game_frame_delay_value = 0;
7699 /* ---------- main game synchronization point ---------- */
7701 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7703 if (network_playing && !network_player_action_received)
7705 /* try to get network player actions in time */
7707 #if defined(NETWORK_AVALIABLE)
7708 /* last chance to get network player actions without main loop delay */
7712 /* game was quit by network peer */
7713 if (game_status != GAME_MODE_PLAYING)
7716 if (!network_player_action_received)
7717 return; /* failed to get network player actions in time */
7723 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7726 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7727 if (recorded_player_action == NULL && tape.pausing)
7731 for (i = 0; i < MAX_PLAYERS; i++)
7733 summarized_player_action |= stored_player[i].action;
7735 if (!network_playing)
7736 stored_player[i].effective_action = stored_player[i].action;
7739 #if defined(NETWORK_AVALIABLE)
7740 if (network_playing)
7741 SendToServer_MovePlayer(summarized_player_action);
7744 if (!options.network && !setup.team_mode)
7745 local_player->effective_action = summarized_player_action;
7747 if (recorded_player_action != NULL)
7748 for (i = 0; i < MAX_PLAYERS; i++)
7749 stored_player[i].effective_action = recorded_player_action[i];
7751 for (i = 0; i < MAX_PLAYERS; i++)
7753 tape_action[i] = stored_player[i].effective_action;
7755 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7756 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7759 /* only save actions from input devices, but not programmed actions */
7761 TapeRecordAction(tape_action);
7763 for (i = 0; i < MAX_PLAYERS; i++)
7765 int actual_player_action = stored_player[i].effective_action;
7768 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7769 - rnd_equinox_tetrachloride 048
7770 - rnd_equinox_tetrachloride_ii 096
7771 - rnd_emanuel_schmieg 002
7772 - doctor_sloan_ww 001, 020
7774 if (stored_player[i].MovPos == 0)
7775 CheckGravityMovement(&stored_player[i]);
7778 /* overwrite programmed action with tape action */
7779 if (stored_player[i].programmed_action)
7780 actual_player_action = stored_player[i].programmed_action;
7783 PlayerActions(&stored_player[i], actual_player_action);
7785 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7787 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7788 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7791 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7794 network_player_action_received = FALSE;
7796 ScrollScreen(NULL, SCROLL_GO_ON);
7798 /* for backwards compatibility, the following code emulates a fixed bug that
7799 occured when pushing elements (causing elements that just made their last
7800 pushing step to already (if possible) make their first falling step in the
7801 same game frame, which is bad); this code is also needed to use the famous
7802 "spring push bug" which is used in older levels and might be wanted to be
7803 used also in newer levels, but in this case the buggy pushing code is only
7804 affecting the "spring" element and no other elements */
7806 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7808 for (i = 0; i < MAX_PLAYERS; i++)
7810 struct PlayerInfo *player = &stored_player[i];
7814 if (player->active && player->is_pushing && player->is_moving &&
7816 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7817 Feld[x][y] == EL_SPRING))
7819 ContinueMoving(x, y);
7821 /* continue moving after pushing (this is actually a bug) */
7822 if (!IS_MOVING(x, y))
7830 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7832 Changed[x][y] = FALSE;
7833 ChangeEvent[x][y] = -1;
7835 /* this must be handled before main playfield loop */
7836 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7839 if (MovDelay[x][y] <= 0)
7844 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7846 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7847 printf("GameActions(): This should never happen!\n");
7849 ChangePage[x][y] = -1;
7854 if (WasJustMoving[x][y] > 0)
7855 WasJustMoving[x][y]--;
7856 if (WasJustFalling[x][y] > 0)
7857 WasJustFalling[x][y]--;
7858 if (CheckCollision[x][y] > 0)
7859 CheckCollision[x][y]--;
7863 /* reset finished pushing action (not done in ContinueMoving() to allow
7864 continous pushing animation for elements with zero push delay) */
7865 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7867 ResetGfxAnimation(x, y);
7868 DrawLevelField(x, y);
7872 if (IS_BLOCKED(x, y))
7876 Blocked2Moving(x, y, &oldx, &oldy);
7877 if (!IS_MOVING(oldx, oldy))
7879 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7880 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7881 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7882 printf("GameActions(): This should never happen!\n");
7888 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7890 element = Feld[x][y];
7891 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7893 if (graphic_info[graphic].anim_global_sync)
7894 GfxFrame[x][y] = FrameCounter;
7896 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7897 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7898 ResetRandomAnimationValue(x, y);
7900 SetRandomAnimationValue(x, y);
7902 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7904 if (IS_INACTIVE(element))
7906 if (IS_ANIMATED(graphic))
7907 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7912 /* this may take place after moving, so 'element' may have changed */
7913 if (IS_CHANGING(x, y) &&
7914 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7916 int page = element_info[element].event_page_nr[CE_DELAY];
7918 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7922 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7926 ChangeElement(x, y, page);
7928 if (CAN_CHANGE(element))
7929 ChangeElement(x, y, page);
7931 if (HAS_ACTION(element))
7932 ExecuteCustomElementAction(x, y, element, page);
7937 element = Feld[x][y];
7938 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7941 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7945 element = Feld[x][y];
7946 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7948 if (IS_ANIMATED(graphic) &&
7951 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7953 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7954 EdelsteinFunkeln(x, y);
7956 else if ((element == EL_ACID ||
7957 element == EL_EXIT_OPEN ||
7958 element == EL_SP_EXIT_OPEN ||
7959 element == EL_SP_TERMINAL ||
7960 element == EL_SP_TERMINAL_ACTIVE ||
7961 element == EL_EXTRA_TIME ||
7962 element == EL_SHIELD_NORMAL ||
7963 element == EL_SHIELD_DEADLY) &&
7964 IS_ANIMATED(graphic))
7965 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7966 else if (IS_MOVING(x, y))
7967 ContinueMoving(x, y);
7968 else if (IS_ACTIVE_BOMB(element))
7969 CheckDynamite(x, y);
7970 else if (element == EL_AMOEBA_GROWING)
7971 AmoebeWaechst(x, y);
7972 else if (element == EL_AMOEBA_SHRINKING)
7973 AmoebaDisappearing(x, y);
7975 #if !USE_NEW_AMOEBA_CODE
7976 else if (IS_AMOEBALIVE(element))
7977 AmoebeAbleger(x, y);
7980 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7982 else if (element == EL_EXIT_CLOSED)
7984 else if (element == EL_SP_EXIT_CLOSED)
7986 else if (element == EL_EXPANDABLE_WALL_GROWING)
7988 else if (element == EL_EXPANDABLE_WALL ||
7989 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7990 element == EL_EXPANDABLE_WALL_VERTICAL ||
7991 element == EL_EXPANDABLE_WALL_ANY)
7993 else if (element == EL_FLAMES)
7994 CheckForDragon(x, y);
7995 else if (element == EL_EXPLOSION)
7996 ; /* drawing of correct explosion animation is handled separately */
7997 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7998 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8000 if (IS_BELT_ACTIVE(element))
8001 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8003 if (game.magic_wall_active)
8005 int jx = local_player->jx, jy = local_player->jy;
8007 /* play the element sound at the position nearest to the player */
8008 if ((element == EL_MAGIC_WALL_FULL ||
8009 element == EL_MAGIC_WALL_ACTIVE ||
8010 element == EL_MAGIC_WALL_EMPTYING ||
8011 element == EL_BD_MAGIC_WALL_FULL ||
8012 element == EL_BD_MAGIC_WALL_ACTIVE ||
8013 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8014 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8022 #if USE_NEW_AMOEBA_CODE
8023 /* new experimental amoeba growth stuff */
8024 if (!(FrameCounter % 8))
8026 static unsigned long random = 1684108901;
8028 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8030 x = RND(lev_fieldx);
8031 y = RND(lev_fieldy);
8032 element = Feld[x][y];
8034 if (!IS_PLAYER(x,y) &&
8035 (element == EL_EMPTY ||
8036 CAN_GROW_INTO(element) ||
8037 element == EL_QUICKSAND_EMPTY ||
8038 element == EL_ACID_SPLASH_LEFT ||
8039 element == EL_ACID_SPLASH_RIGHT))
8041 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8042 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8043 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8044 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8045 Feld[x][y] = EL_AMOEBA_DROP;
8048 random = random * 129 + 1;
8054 if (game.explosions_delayed)
8057 game.explosions_delayed = FALSE;
8059 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8061 element = Feld[x][y];
8063 if (ExplodeField[x][y])
8064 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8065 else if (element == EL_EXPLOSION)
8066 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8068 ExplodeField[x][y] = EX_TYPE_NONE;
8071 game.explosions_delayed = TRUE;
8074 if (game.magic_wall_active)
8076 if (!(game.magic_wall_time_left % 4))
8078 int element = Feld[magic_wall_x][magic_wall_y];
8080 if (element == EL_BD_MAGIC_WALL_FULL ||
8081 element == EL_BD_MAGIC_WALL_ACTIVE ||
8082 element == EL_BD_MAGIC_WALL_EMPTYING)
8083 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8085 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8088 if (game.magic_wall_time_left > 0)
8090 game.magic_wall_time_left--;
8091 if (!game.magic_wall_time_left)
8093 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8095 element = Feld[x][y];
8097 if (element == EL_MAGIC_WALL_ACTIVE ||
8098 element == EL_MAGIC_WALL_FULL)
8100 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8101 DrawLevelField(x, y);
8103 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8104 element == EL_BD_MAGIC_WALL_FULL)
8106 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8107 DrawLevelField(x, y);
8111 game.magic_wall_active = FALSE;
8116 if (game.light_time_left > 0)
8118 game.light_time_left--;
8120 if (game.light_time_left == 0)
8121 RedrawAllLightSwitchesAndInvisibleElements();
8124 if (game.timegate_time_left > 0)
8126 game.timegate_time_left--;
8128 if (game.timegate_time_left == 0)
8129 CloseAllOpenTimegates();
8132 for (i = 0; i < MAX_PLAYERS; i++)
8134 struct PlayerInfo *player = &stored_player[i];
8136 if (SHIELD_ON(player))
8138 if (player->shield_deadly_time_left)
8139 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8140 else if (player->shield_normal_time_left)
8141 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8145 if (TimeFrames >= FRAMES_PER_SECOND)
8150 for (i = 0; i < MAX_PLAYERS; i++)
8152 struct PlayerInfo *player = &stored_player[i];
8154 if (SHIELD_ON(player))
8156 player->shield_normal_time_left--;
8158 if (player->shield_deadly_time_left > 0)
8159 player->shield_deadly_time_left--;
8163 if (!level.use_step_counter)
8171 if (TimeLeft <= 10 && setup.time_limit)
8172 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8174 DrawGameValue_Time(TimeLeft);
8176 if (!TimeLeft && setup.time_limit)
8177 for (i = 0; i < MAX_PLAYERS; i++)
8178 KillPlayer(&stored_player[i]);
8180 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8181 DrawGameValue_Time(TimePlayed);
8184 if (tape.recording || tape.playing)
8185 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8189 PlayAllPlayersSound();
8191 if (options.debug) /* calculate frames per second */
8193 static unsigned long fps_counter = 0;
8194 static int fps_frames = 0;
8195 unsigned long fps_delay_ms = Counter() - fps_counter;
8199 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8201 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8204 fps_counter = Counter();
8207 redraw_mask |= REDRAW_FPS;
8210 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8212 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8214 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8216 local_player->show_envelope = 0;
8219 /* use random number generator in every frame to make it less predictable */
8220 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8224 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8226 int min_x = x, min_y = y, max_x = x, max_y = y;
8229 for (i = 0; i < MAX_PLAYERS; i++)
8231 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8233 if (!stored_player[i].active || &stored_player[i] == player)
8236 min_x = MIN(min_x, jx);
8237 min_y = MIN(min_y, jy);
8238 max_x = MAX(max_x, jx);
8239 max_y = MAX(max_y, jy);
8242 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8245 static boolean AllPlayersInVisibleScreen()
8249 for (i = 0; i < MAX_PLAYERS; i++)
8251 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8253 if (!stored_player[i].active)
8256 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8263 void ScrollLevel(int dx, int dy)
8265 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8268 BlitBitmap(drawto_field, drawto_field,
8269 FX + TILEX * (dx == -1) - softscroll_offset,
8270 FY + TILEY * (dy == -1) - softscroll_offset,
8271 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8272 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8273 FX + TILEX * (dx == 1) - softscroll_offset,
8274 FY + TILEY * (dy == 1) - softscroll_offset);
8278 x = (dx == 1 ? BX1 : BX2);
8279 for (y = BY1; y <= BY2; y++)
8280 DrawScreenField(x, y);
8285 y = (dy == 1 ? BY1 : BY2);
8286 for (x = BX1; x <= BX2; x++)
8287 DrawScreenField(x, y);
8290 redraw_mask |= REDRAW_FIELD;
8293 static boolean canFallDown(struct PlayerInfo *player)
8295 int jx = player->jx, jy = player->jy;
8297 return (IN_LEV_FIELD(jx, jy + 1) &&
8298 (IS_FREE(jx, jy + 1) ||
8299 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8300 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8301 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8304 static boolean canPassField(int x, int y, int move_dir)
8306 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8307 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8308 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8311 int element = Feld[x][y];
8313 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8314 !CAN_MOVE(element) &&
8315 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8316 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8317 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8320 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8322 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8323 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8324 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8328 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8329 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8330 (IS_DIGGABLE(Feld[newx][newy]) ||
8331 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8332 canPassField(newx, newy, move_dir)));
8335 static void CheckGravityMovement(struct PlayerInfo *player)
8337 if (game.gravity && !player->programmed_action)
8339 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8340 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8341 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8342 int jx = player->jx, jy = player->jy;
8343 boolean player_is_moving_to_valid_field =
8344 (!player_is_snapping &&
8345 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8346 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8347 boolean player_can_fall_down = canFallDown(player);
8349 if (player_can_fall_down &&
8350 !player_is_moving_to_valid_field)
8351 player->programmed_action = MV_DOWN;
8355 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8357 return CheckGravityMovement(player);
8359 if (game.gravity && !player->programmed_action)
8361 int jx = player->jx, jy = player->jy;
8362 boolean field_under_player_is_free =
8363 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8364 boolean player_is_standing_on_valid_field =
8365 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8366 (IS_WALKABLE(Feld[jx][jy]) &&
8367 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8369 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8370 player->programmed_action = MV_DOWN;
8376 -----------------------------------------------------------------------------
8377 dx, dy: direction (non-diagonal) to try to move the player to
8378 real_dx, real_dy: direction as read from input device (can be diagonal)
8381 boolean MovePlayerOneStep(struct PlayerInfo *player,
8382 int dx, int dy, int real_dx, int real_dy)
8384 int jx = player->jx, jy = player->jy;
8385 int new_jx = jx + dx, new_jy = jy + dy;
8389 if (!player->active || (!dx && !dy))
8390 return MF_NO_ACTION;
8392 player->MovDir = (dx < 0 ? MV_LEFT :
8395 dy > 0 ? MV_DOWN : MV_NONE);
8397 if (!IN_LEV_FIELD(new_jx, new_jy))
8398 return MF_NO_ACTION;
8400 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8401 return MF_NO_ACTION;
8403 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8405 if (DONT_RUN_INTO(element))
8407 if (element == EL_ACID && dx == 0 && dy == 1)
8409 SplashAcid(new_jx, new_jy);
8410 Feld[jx][jy] = EL_PLAYER_1;
8411 InitMovingField(jx, jy, MV_DOWN);
8412 Store[jx][jy] = EL_ACID;
8413 ContinueMoving(jx, jy);
8417 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
8422 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8423 if (can_move != MF_MOVING)
8426 /* check if DigField() has caused relocation of the player */
8427 if (player->jx != jx || player->jy != jy)
8428 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8430 StorePlayer[jx][jy] = 0;
8431 player->last_jx = jx;
8432 player->last_jy = jy;
8433 player->jx = new_jx;
8434 player->jy = new_jy;
8435 StorePlayer[new_jx][new_jy] = player->element_nr;
8437 if (player->move_delay_value_next != -1)
8439 player->move_delay_value = player->move_delay_value_next;
8440 player->move_delay_value_next = -1;
8444 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8446 player->step_counter++;
8448 PlayerVisit[jx][jy] = FrameCounter;
8450 ScrollPlayer(player, SCROLL_INIT);
8455 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8457 int jx = player->jx, jy = player->jy;
8458 int old_jx = jx, old_jy = jy;
8459 int moved = MF_NO_ACTION;
8461 if (!player->active)
8466 if (player->MovPos == 0)
8468 player->is_moving = FALSE;
8469 player->is_digging = FALSE;
8470 player->is_collecting = FALSE;
8471 player->is_snapping = FALSE;
8472 player->is_pushing = FALSE;
8478 if (player->move_delay > 0)
8481 player->move_delay = -1; /* set to "uninitialized" value */
8483 /* store if player is automatically moved to next field */
8484 player->is_auto_moving = (player->programmed_action != MV_NONE);
8486 /* remove the last programmed player action */
8487 player->programmed_action = 0;
8491 /* should only happen if pre-1.2 tape recordings are played */
8492 /* this is only for backward compatibility */
8494 int original_move_delay_value = player->move_delay_value;
8497 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8501 /* scroll remaining steps with finest movement resolution */
8502 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8504 while (player->MovPos)
8506 ScrollPlayer(player, SCROLL_GO_ON);
8507 ScrollScreen(NULL, SCROLL_GO_ON);
8509 AdvanceFrameAndPlayerCounters(player->index_nr);
8515 player->move_delay_value = original_move_delay_value;
8518 if (player->last_move_dir & MV_HORIZONTAL)
8520 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8521 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8525 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8526 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8532 if (moved & MF_MOVING && !ScreenMovPos &&
8533 (player == local_player || !options.network))
8535 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8536 int offset = (setup.scroll_delay ? 3 : 0);
8538 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8540 /* actual player has left the screen -- scroll in that direction */
8541 if (jx != old_jx) /* player has moved horizontally */
8542 scroll_x += (jx - old_jx);
8543 else /* player has moved vertically */
8544 scroll_y += (jy - old_jy);
8548 if (jx != old_jx) /* player has moved horizontally */
8550 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8551 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8552 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8554 /* don't scroll over playfield boundaries */
8555 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8556 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8558 /* don't scroll more than one field at a time */
8559 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8561 /* don't scroll against the player's moving direction */
8562 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8563 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8564 scroll_x = old_scroll_x;
8566 else /* player has moved vertically */
8568 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8569 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8570 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8572 /* don't scroll over playfield boundaries */
8573 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8574 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8576 /* don't scroll more than one field at a time */
8577 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8579 /* don't scroll against the player's moving direction */
8580 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8581 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8582 scroll_y = old_scroll_y;
8586 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8588 if (!options.network && !AllPlayersInVisibleScreen())
8590 scroll_x = old_scroll_x;
8591 scroll_y = old_scroll_y;
8595 ScrollScreen(player, SCROLL_INIT);
8596 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8601 player->StepFrame = 0;
8603 if (moved & MF_MOVING)
8605 if (old_jx != jx && old_jy == jy)
8606 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8607 else if (old_jx == jx && old_jy != jy)
8608 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8610 DrawLevelField(jx, jy); /* for "crumbled sand" */
8612 player->last_move_dir = player->MovDir;
8613 player->is_moving = TRUE;
8614 player->is_snapping = FALSE;
8615 player->is_switching = FALSE;
8616 player->is_dropping = FALSE;
8620 CheckGravityMovementWhenNotMoving(player);
8622 player->is_moving = FALSE;
8624 /* at this point, the player is allowed to move, but cannot move right now
8625 (e.g. because of something blocking the way) -- ensure that the player
8626 is also allowed to move in the next frame (in old versions before 3.1.1,
8627 the player was forced to wait again for eight frames before next try) */
8629 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8630 player->move_delay = 0; /* allow direct movement in the next frame */
8633 if (player->move_delay == -1) /* not yet initialized by DigField() */
8634 player->move_delay = player->move_delay_value;
8636 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8638 TestIfPlayerTouchesBadThing(jx, jy);
8639 TestIfPlayerTouchesCustomElement(jx, jy);
8642 if (!player->active)
8643 RemovePlayer(player);
8648 void ScrollPlayer(struct PlayerInfo *player, int mode)
8650 int jx = player->jx, jy = player->jy;
8651 int last_jx = player->last_jx, last_jy = player->last_jy;
8652 int move_stepsize = TILEX / player->move_delay_value;
8654 #if USE_NEW_PLAYER_SPEED
8655 if (!player->active)
8658 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8661 if (!player->active || player->MovPos == 0)
8665 if (mode == SCROLL_INIT)
8667 player->actual_frame_counter = FrameCounter;
8668 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8670 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8671 Feld[last_jx][last_jy] == EL_EMPTY)
8673 int last_field_block_delay = 0; /* start with no blocking at all */
8674 int block_delay_adjustment = player->block_delay_adjustment;
8676 /* if player blocks last field, add delay for exactly one move */
8677 if (player->block_last_field)
8679 last_field_block_delay += player->move_delay_value;
8681 /* when blocking enabled, prevent moving up despite gravity */
8682 if (game.gravity && player->MovDir == MV_UP)
8683 block_delay_adjustment = -1;
8686 /* add block delay adjustment (also possible when not blocking) */
8687 last_field_block_delay += block_delay_adjustment;
8689 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8690 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8693 #if USE_NEW_PLAYER_SPEED
8694 if (player->MovPos != 0) /* player has not yet reached destination */
8700 else if (!FrameReached(&player->actual_frame_counter, 1))
8704 printf("::: player->MovPos: %d -> %d\n",
8706 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8709 #if USE_NEW_PLAYER_SPEED
8710 if (player->MovPos != 0)
8712 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8713 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8715 /* before DrawPlayer() to draw correct player graphic for this case */
8716 if (player->MovPos == 0)
8717 CheckGravityMovement(player);
8720 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8721 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8723 /* before DrawPlayer() to draw correct player graphic for this case */
8724 if (player->MovPos == 0)
8725 CheckGravityMovement(player);
8728 if (player->MovPos == 0) /* player reached destination field */
8731 printf("::: player reached destination field\n");
8734 if (player->move_delay_reset_counter > 0)
8736 player->move_delay_reset_counter--;
8738 if (player->move_delay_reset_counter == 0)
8740 /* continue with normal speed after quickly moving through gate */
8741 HALVE_PLAYER_SPEED(player);
8743 /* be able to make the next move without delay */
8744 player->move_delay = 0;
8748 player->last_jx = jx;
8749 player->last_jy = jy;
8751 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8752 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8753 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8755 DrawPlayer(player); /* needed here only to cleanup last field */
8756 RemovePlayer(player);
8758 if (local_player->friends_still_needed == 0 ||
8759 IS_SP_ELEMENT(Feld[jx][jy]))
8760 player->LevelSolved = player->GameOver = TRUE;
8763 /* this breaks one level: "machine", level 000 */
8765 int move_direction = player->MovDir;
8766 int enter_side = MV_DIR_OPPOSITE(move_direction);
8767 int leave_side = move_direction;
8768 int old_jx = last_jx;
8769 int old_jy = last_jy;
8770 int old_element = Feld[old_jx][old_jy];
8771 int new_element = Feld[jx][jy];
8773 if (IS_CUSTOM_ELEMENT(old_element))
8774 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8776 player->index_bit, leave_side);
8778 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8779 player->index_bit, leave_side);
8781 if (IS_CUSTOM_ELEMENT(new_element))
8782 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8783 player->index_bit, enter_side);
8785 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8786 player->index_bit, enter_side);
8789 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8791 TestIfPlayerTouchesBadThing(jx, jy);
8792 TestIfPlayerTouchesCustomElement(jx, jy);
8794 /* needed because pushed element has not yet reached its destination,
8795 so it would trigger a change event at its previous field location */
8796 if (!player->is_pushing)
8797 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8799 if (!player->active)
8800 RemovePlayer(player);
8803 if (level.use_step_counter)
8813 if (TimeLeft <= 10 && setup.time_limit)
8814 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8816 DrawGameValue_Time(TimeLeft);
8818 if (!TimeLeft && setup.time_limit)
8819 for (i = 0; i < MAX_PLAYERS; i++)
8820 KillPlayer(&stored_player[i]);
8822 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8823 DrawGameValue_Time(TimePlayed);
8826 if (tape.single_step && tape.recording && !tape.pausing &&
8827 !player->programmed_action)
8828 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8832 void ScrollScreen(struct PlayerInfo *player, int mode)
8834 static unsigned long screen_frame_counter = 0;
8836 if (mode == SCROLL_INIT)
8838 /* set scrolling step size according to actual player's moving speed */
8839 ScrollStepSize = TILEX / player->move_delay_value;
8841 screen_frame_counter = FrameCounter;
8842 ScreenMovDir = player->MovDir;
8843 ScreenMovPos = player->MovPos;
8844 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8847 else if (!FrameReached(&screen_frame_counter, 1))
8852 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8853 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8854 redraw_mask |= REDRAW_FIELD;
8857 ScreenMovDir = MV_NONE;
8860 void TestIfPlayerTouchesCustomElement(int x, int y)
8862 static int xy[4][2] =
8869 static int trigger_sides[4][2] =
8871 /* center side border side */
8872 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8873 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8874 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8875 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8877 static int touch_dir[4] =
8884 int center_element = Feld[x][y]; /* should always be non-moving! */
8887 for (i = 0; i < NUM_DIRECTIONS; i++)
8889 int xx = x + xy[i][0];
8890 int yy = y + xy[i][1];
8891 int center_side = trigger_sides[i][0];
8892 int border_side = trigger_sides[i][1];
8895 if (!IN_LEV_FIELD(xx, yy))
8898 if (IS_PLAYER(x, y))
8900 struct PlayerInfo *player = PLAYERINFO(x, y);
8902 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8903 border_element = Feld[xx][yy]; /* may be moving! */
8904 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8905 border_element = Feld[xx][yy];
8906 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8907 border_element = MovingOrBlocked2Element(xx, yy);
8909 continue; /* center and border element do not touch */
8911 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8912 player->index_bit, border_side);
8913 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8914 player->index_bit, border_side);
8916 else if (IS_PLAYER(xx, yy))
8918 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8920 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8922 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8923 continue; /* center and border element do not touch */
8926 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8927 player->index_bit, center_side);
8928 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8929 player->index_bit, center_side);
8935 void TestIfElementTouchesCustomElement(int x, int y)
8937 static int xy[4][2] =
8944 static int trigger_sides[4][2] =
8946 /* center side border side */
8947 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8948 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8949 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8950 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8952 static int touch_dir[4] =
8959 boolean change_center_element = FALSE;
8960 int center_element = Feld[x][y]; /* should always be non-moving! */
8963 for (i = 0; i < NUM_DIRECTIONS; i++)
8965 int xx = x + xy[i][0];
8966 int yy = y + xy[i][1];
8967 int center_side = trigger_sides[i][0];
8968 int border_side = trigger_sides[i][1];
8971 if (!IN_LEV_FIELD(xx, yy))
8974 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8975 border_element = Feld[xx][yy]; /* may be moving! */
8976 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8977 border_element = Feld[xx][yy];
8978 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8979 border_element = MovingOrBlocked2Element(xx, yy);
8981 continue; /* center and border element do not touch */
8983 /* check for change of center element (but change it only once) */
8984 if (!change_center_element)
8985 change_center_element =
8986 CheckElementChangeBySide(x, y, center_element, border_element,
8987 CE_TOUCHING_X, border_side);
8989 /* check for change of border element */
8990 CheckElementChangeBySide(xx, yy, border_element, center_element,
8991 CE_TOUCHING_X, center_side);
8995 void TestIfElementHitsCustomElement(int x, int y, int direction)
8997 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8998 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8999 int hitx = x + dx, hity = y + dy;
9000 int hitting_element = Feld[x][y];
9001 int touched_element;
9003 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9006 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9007 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9009 if (IN_LEV_FIELD(hitx, hity))
9011 int opposite_direction = MV_DIR_OPPOSITE(direction);
9012 int hitting_side = direction;
9013 int touched_side = opposite_direction;
9014 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9015 MovDir[hitx][hity] != direction ||
9016 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9022 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9023 CE_HITTING_X, touched_side);
9025 CheckElementChangeBySide(hitx, hity, touched_element,
9026 hitting_element, CE_HIT_BY_X, hitting_side);
9028 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9029 CE_HIT_BY_SOMETHING, opposite_direction);
9033 /* "hitting something" is also true when hitting the playfield border */
9034 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9035 CE_HITTING_SOMETHING, direction);
9039 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9041 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9042 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9043 int hitx = x + dx, hity = y + dy;
9044 int hitting_element = Feld[x][y];
9045 int touched_element;
9047 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9048 !IS_FREE(hitx, hity) &&
9049 (!IS_MOVING(hitx, hity) ||
9050 MovDir[hitx][hity] != direction ||
9051 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9054 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9058 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9062 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9063 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9065 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9066 EP_CAN_SMASH_EVERYTHING, direction);
9068 if (IN_LEV_FIELD(hitx, hity))
9070 int opposite_direction = MV_DIR_OPPOSITE(direction);
9071 int hitting_side = direction;
9072 int touched_side = opposite_direction;
9074 int touched_element = MovingOrBlocked2Element(hitx, hity);
9077 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9078 MovDir[hitx][hity] != direction ||
9079 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9088 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9089 CE_SMASHED_BY_SOMETHING, opposite_direction);
9091 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9092 CE_OTHER_IS_SMASHING, touched_side);
9094 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9095 CE_OTHER_GETS_SMASHED, hitting_side);
9101 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9103 int i, kill_x = -1, kill_y = -1;
9104 int bad_element = -1;
9105 static int test_xy[4][2] =
9112 static int test_dir[4] =
9120 for (i = 0; i < NUM_DIRECTIONS; i++)
9122 int test_x, test_y, test_move_dir, test_element;
9124 test_x = good_x + test_xy[i][0];
9125 test_y = good_y + test_xy[i][1];
9127 if (!IN_LEV_FIELD(test_x, test_y))
9131 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
9133 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9135 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9136 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9138 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9139 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9143 bad_element = test_element;
9149 if (kill_x != -1 || kill_y != -1)
9151 if (IS_PLAYER(good_x, good_y))
9153 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9155 if (player->shield_deadly_time_left > 0 &&
9156 !IS_INDESTRUCTIBLE(bad_element))
9157 Bang(kill_x, kill_y);
9158 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9162 Bang(good_x, good_y);
9166 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9168 int i, kill_x = -1, kill_y = -1;
9169 int bad_element = Feld[bad_x][bad_y];
9170 static int test_xy[4][2] =
9177 static int touch_dir[4] =
9184 static int test_dir[4] =
9192 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9195 for (i = 0; i < NUM_DIRECTIONS; i++)
9197 int test_x, test_y, test_move_dir, test_element;
9199 test_x = bad_x + test_xy[i][0];
9200 test_y = bad_y + test_xy[i][1];
9201 if (!IN_LEV_FIELD(test_x, test_y))
9205 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
9207 test_element = Feld[test_x][test_y];
9209 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9210 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9212 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9213 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9215 /* good thing is player or penguin that does not move away */
9216 if (IS_PLAYER(test_x, test_y))
9218 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9220 if (bad_element == EL_ROBOT && player->is_moving)
9221 continue; /* robot does not kill player if he is moving */
9223 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9225 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9226 continue; /* center and border element do not touch */
9233 else if (test_element == EL_PENGUIN)
9242 if (kill_x != -1 || kill_y != -1)
9244 if (IS_PLAYER(kill_x, kill_y))
9246 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9248 if (player->shield_deadly_time_left > 0 &&
9249 !IS_INDESTRUCTIBLE(bad_element))
9251 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9255 Bang(kill_x, kill_y);
9259 void TestIfPlayerTouchesBadThing(int x, int y)
9261 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
9264 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
9266 TestIfGoodThingHitsBadThing(x, y, move_dir);
9269 void TestIfBadThingTouchesPlayer(int x, int y)
9271 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
9274 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
9276 TestIfBadThingHitsGoodThing(x, y, move_dir);
9279 void TestIfFriendTouchesBadThing(int x, int y)
9281 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
9284 void TestIfBadThingTouchesFriend(int x, int y)
9286 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
9289 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9291 int i, kill_x = bad_x, kill_y = bad_y;
9292 static int xy[4][2] =
9300 for (i = 0; i < NUM_DIRECTIONS; i++)
9304 x = bad_x + xy[i][0];
9305 y = bad_y + xy[i][1];
9306 if (!IN_LEV_FIELD(x, y))
9309 element = Feld[x][y];
9310 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9311 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9319 if (kill_x != bad_x || kill_y != bad_y)
9323 void KillPlayer(struct PlayerInfo *player)
9325 int jx = player->jx, jy = player->jy;
9327 if (!player->active)
9330 /* remove accessible field at the player's position */
9331 Feld[jx][jy] = EL_EMPTY;
9333 /* deactivate shield (else Bang()/Explode() would not work right) */
9334 player->shield_normal_time_left = 0;
9335 player->shield_deadly_time_left = 0;
9341 static void KillPlayerUnlessEnemyProtected(int x, int y)
9343 if (!PLAYER_ENEMY_PROTECTED(x, y))
9344 KillPlayer(PLAYERINFO(x, y));
9347 static void KillPlayerUnlessExplosionProtected(int x, int y)
9349 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9350 KillPlayer(PLAYERINFO(x, y));
9353 void BuryPlayer(struct PlayerInfo *player)
9355 int jx = player->jx, jy = player->jy;
9357 if (!player->active)
9360 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9361 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9363 player->GameOver = TRUE;
9364 RemovePlayer(player);
9367 void RemovePlayer(struct PlayerInfo *player)
9369 int jx = player->jx, jy = player->jy;
9370 int i, found = FALSE;
9372 player->present = FALSE;
9373 player->active = FALSE;
9375 if (!ExplodeField[jx][jy])
9376 StorePlayer[jx][jy] = 0;
9378 if (player->is_moving)
9379 DrawLevelField(player->last_jx, player->last_jy);
9381 for (i = 0; i < MAX_PLAYERS; i++)
9382 if (stored_player[i].active)
9386 AllPlayersGone = TRUE;
9393 =============================================================================
9394 checkDiagonalPushing()
9395 -----------------------------------------------------------------------------
9396 check if diagonal input device direction results in pushing of object
9397 (by checking if the alternative direction is walkable, diggable, ...)
9398 =============================================================================
9401 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9402 int x, int y, int real_dx, int real_dy)
9404 int jx, jy, dx, dy, xx, yy;
9406 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9409 /* diagonal direction: check alternative direction */
9414 xx = jx + (dx == 0 ? real_dx : 0);
9415 yy = jy + (dy == 0 ? real_dy : 0);
9417 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9421 =============================================================================
9423 -----------------------------------------------------------------------------
9424 x, y: field next to player (non-diagonal) to try to dig to
9425 real_dx, real_dy: direction as read from input device (can be diagonal)
9426 =============================================================================
9429 int DigField(struct PlayerInfo *player,
9430 int oldx, int oldy, int x, int y,
9431 int real_dx, int real_dy, int mode)
9433 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9434 boolean player_was_pushing = player->is_pushing;
9435 int jx = oldx, jy = oldy;
9436 int dx = x - jx, dy = y - jy;
9437 int nextx = x + dx, nexty = y + dy;
9438 int move_direction = (dx == -1 ? MV_LEFT :
9439 dx == +1 ? MV_RIGHT :
9441 dy == +1 ? MV_DOWN : MV_NONE);
9442 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9443 int dig_side = MV_DIR_OPPOSITE(move_direction);
9444 int old_element = Feld[jx][jy];
9448 if (is_player) /* function can also be called by EL_PENGUIN */
9450 if (player->MovPos == 0)
9452 player->is_digging = FALSE;
9453 player->is_collecting = FALSE;
9456 if (player->MovPos == 0) /* last pushing move finished */
9457 player->is_pushing = FALSE;
9459 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9461 player->is_switching = FALSE;
9462 player->push_delay = -1;
9464 return MF_NO_ACTION;
9468 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9469 return MF_NO_ACTION;
9471 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9472 old_element = Back[jx][jy];
9474 /* in case of element dropped at player position, check background */
9475 else if (Back[jx][jy] != EL_EMPTY &&
9476 game.engine_version >= VERSION_IDENT(2,2,0,0))
9477 old_element = Back[jx][jy];
9479 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9480 return MF_NO_ACTION; /* field has no opening in this direction */
9482 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9483 return MF_NO_ACTION; /* field has no opening in this direction */
9485 element = Feld[x][y];
9486 #if USE_NEW_COLLECT_COUNT
9487 collect_count = Count[x][y];
9489 collect_count = element_info[element].collect_count_initial;
9493 if (element != EL_BLOCKED &&
9494 Count[x][y] != element_info[element].collect_count_initial)
9495 printf("::: %d: %d != %d\n",
9498 element_info[element].collect_count_initial);
9501 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9502 return MF_NO_ACTION;
9504 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9505 game.engine_version >= VERSION_IDENT(2,2,0,0))
9506 return MF_NO_ACTION;
9508 if (game.gravity && is_player && !player->is_auto_moving &&
9509 canFallDown(player) && move_direction != MV_DOWN &&
9510 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9511 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9513 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9515 int sound_element = SND_ELEMENT(element);
9516 int sound_action = ACTION_WALKING;
9518 if (IS_RND_GATE(element))
9520 if (!player->key[RND_GATE_NR(element)])
9521 return MF_NO_ACTION;
9523 else if (IS_RND_GATE_GRAY(element))
9525 if (!player->key[RND_GATE_GRAY_NR(element)])
9526 return MF_NO_ACTION;
9528 else if (element == EL_EXIT_OPEN ||
9529 element == EL_SP_EXIT_OPEN ||
9530 element == EL_SP_EXIT_OPENING)
9532 sound_action = ACTION_PASSING; /* player is passing exit */
9534 else if (element == EL_EMPTY)
9536 sound_action = ACTION_MOVING; /* nothing to walk on */
9539 /* play sound from background or player, whatever is available */
9540 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9541 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9543 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9545 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9547 if (!ACCESS_FROM(element, opposite_direction))
9548 return MF_NO_ACTION; /* field not accessible from this direction */
9550 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9551 return MF_NO_ACTION;
9553 if (IS_EM_GATE(element))
9555 if (!player->key[EM_GATE_NR(element)])
9556 return MF_NO_ACTION;
9558 else if (IS_EM_GATE_GRAY(element))
9560 if (!player->key[EM_GATE_GRAY_NR(element)])
9561 return MF_NO_ACTION;
9563 else if (IS_SP_PORT(element))
9565 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9566 element == EL_SP_GRAVITY_PORT_RIGHT ||
9567 element == EL_SP_GRAVITY_PORT_UP ||
9568 element == EL_SP_GRAVITY_PORT_DOWN)
9569 game.gravity = !game.gravity;
9570 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9571 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9572 element == EL_SP_GRAVITY_ON_PORT_UP ||
9573 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9574 game.gravity = TRUE;
9575 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9576 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9577 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9578 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9579 game.gravity = FALSE;
9582 /* automatically move to the next field with double speed */
9583 player->programmed_action = move_direction;
9585 if (player->move_delay_reset_counter == 0)
9587 player->move_delay_reset_counter = 2; /* two double speed steps */
9589 DOUBLE_PLAYER_SPEED(player);
9592 PlayLevelSoundAction(x, y, ACTION_PASSING);
9594 else if (IS_DIGGABLE(element))
9598 if (mode != DF_SNAP)
9600 GfxElement[x][y] = GFX_ELEMENT(element);
9601 player->is_digging = TRUE;
9604 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9606 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9607 player->index_bit, dig_side);
9609 if (mode == DF_SNAP)
9610 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9612 else if (IS_COLLECTIBLE(element))
9616 if (is_player && mode != DF_SNAP)
9618 GfxElement[x][y] = element;
9619 player->is_collecting = TRUE;
9622 if (element == EL_SPEED_PILL)
9624 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9626 else if (element == EL_EXTRA_TIME && level.time > 0)
9628 TimeLeft += level.extra_time;
9629 DrawGameValue_Time(TimeLeft);
9631 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9633 player->shield_normal_time_left += level.shield_normal_time;
9634 if (element == EL_SHIELD_DEADLY)
9635 player->shield_deadly_time_left += level.shield_deadly_time;
9637 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9639 if (player->inventory_size < MAX_INVENTORY_SIZE)
9640 player->inventory_element[player->inventory_size++] = element;
9642 DrawGameValue_Dynamite(local_player->inventory_size);
9644 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9646 player->dynabomb_count++;
9647 player->dynabombs_left++;
9649 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9651 player->dynabomb_size++;
9653 else if (element == EL_DYNABOMB_INCREASE_POWER)
9655 player->dynabomb_xl = TRUE;
9657 else if (IS_KEY(element))
9659 player->key[KEY_NR(element)] = TRUE;
9661 DrawGameValue_Keys(player->key);
9663 redraw_mask |= REDRAW_DOOR_1;
9665 else if (IS_ENVELOPE(element))
9667 player->show_envelope = element;
9669 else if (IS_DROPPABLE(element) ||
9670 IS_THROWABLE(element)) /* can be collected and dropped */
9674 if (collect_count == 0)
9675 player->inventory_infinite_element = element;
9677 for (i = 0; i < collect_count; i++)
9678 if (player->inventory_size < MAX_INVENTORY_SIZE)
9679 player->inventory_element[player->inventory_size++] = element;
9681 DrawGameValue_Dynamite(local_player->inventory_size);
9683 else if (collect_count > 0)
9685 local_player->gems_still_needed -= collect_count;
9686 if (local_player->gems_still_needed < 0)
9687 local_player->gems_still_needed = 0;
9689 DrawGameValue_Emeralds(local_player->gems_still_needed);
9692 RaiseScoreElement(element);
9693 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9696 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9697 player->index_bit, dig_side);
9699 if (mode == DF_SNAP)
9700 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9702 else if (IS_PUSHABLE(element))
9704 if (mode == DF_SNAP && element != EL_BD_ROCK)
9705 return MF_NO_ACTION;
9707 if (CAN_FALL(element) && dy)
9708 return MF_NO_ACTION;
9710 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9711 !(element == EL_SPRING && level.use_spring_bug))
9712 return MF_NO_ACTION;
9714 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9715 ((move_direction & MV_VERTICAL &&
9716 ((element_info[element].move_pattern & MV_LEFT &&
9717 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9718 (element_info[element].move_pattern & MV_RIGHT &&
9719 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9720 (move_direction & MV_HORIZONTAL &&
9721 ((element_info[element].move_pattern & MV_UP &&
9722 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9723 (element_info[element].move_pattern & MV_DOWN &&
9724 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9725 return MF_NO_ACTION;
9727 /* do not push elements already moving away faster than player */
9728 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9729 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9730 return MF_NO_ACTION;
9732 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9734 if (player->push_delay_value == -1 || !player_was_pushing)
9735 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9737 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9739 if (player->push_delay_value == -1)
9740 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9742 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9744 if (!player->is_pushing)
9745 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9748 player->is_pushing = TRUE;
9750 if (!(IN_LEV_FIELD(nextx, nexty) &&
9751 (IS_FREE(nextx, nexty) ||
9752 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9753 IS_SB_ELEMENT(element)))))
9754 return MF_NO_ACTION;
9756 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9757 return MF_NO_ACTION;
9759 if (player->push_delay == -1) /* new pushing; restart delay */
9760 player->push_delay = 0;
9762 if (player->push_delay < player->push_delay_value &&
9763 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9764 element != EL_SPRING && element != EL_BALLOON)
9766 /* make sure that there is no move delay before next try to push */
9767 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9768 player->move_delay = 0;
9770 return MF_NO_ACTION;
9773 if (IS_SB_ELEMENT(element))
9775 if (element == EL_SOKOBAN_FIELD_FULL)
9777 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9778 local_player->sokobanfields_still_needed++;
9781 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9783 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9784 local_player->sokobanfields_still_needed--;
9787 Feld[x][y] = EL_SOKOBAN_OBJECT;
9789 if (Back[x][y] == Back[nextx][nexty])
9790 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9791 else if (Back[x][y] != 0)
9792 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9795 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9798 if (local_player->sokobanfields_still_needed == 0 &&
9799 game.emulation == EMU_SOKOBAN)
9801 player->LevelSolved = player->GameOver = TRUE;
9802 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9806 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9808 InitMovingField(x, y, move_direction);
9809 GfxAction[x][y] = ACTION_PUSHING;
9811 if (mode == DF_SNAP)
9812 ContinueMoving(x, y);
9814 MovPos[x][y] = (dx != 0 ? dx : dy);
9816 Pushed[x][y] = TRUE;
9817 Pushed[nextx][nexty] = TRUE;
9819 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9820 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9822 player->push_delay_value = -1; /* get new value later */
9824 /* check for element change _after_ element has been pushed */
9825 if (game.use_change_when_pushing_bug)
9827 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9828 player->index_bit, dig_side);
9829 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9830 player->index_bit, dig_side);
9833 else if (IS_SWITCHABLE(element))
9835 if (PLAYER_SWITCHING(player, x, y))
9837 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9838 player->index_bit, dig_side);
9843 player->is_switching = TRUE;
9844 player->switch_x = x;
9845 player->switch_y = y;
9847 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9849 if (element == EL_ROBOT_WHEEL)
9851 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9855 DrawLevelField(x, y);
9857 else if (element == EL_SP_TERMINAL)
9861 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9863 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9865 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9866 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9869 else if (IS_BELT_SWITCH(element))
9871 ToggleBeltSwitch(x, y);
9873 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9874 element == EL_SWITCHGATE_SWITCH_DOWN)
9876 ToggleSwitchgateSwitch(x, y);
9878 else if (element == EL_LIGHT_SWITCH ||
9879 element == EL_LIGHT_SWITCH_ACTIVE)
9881 ToggleLightSwitch(x, y);
9883 else if (element == EL_TIMEGATE_SWITCH)
9885 ActivateTimegateSwitch(x, y);
9887 else if (element == EL_BALLOON_SWITCH_LEFT ||
9888 element == EL_BALLOON_SWITCH_RIGHT ||
9889 element == EL_BALLOON_SWITCH_UP ||
9890 element == EL_BALLOON_SWITCH_DOWN ||
9891 element == EL_BALLOON_SWITCH_NONE ||
9892 element == EL_BALLOON_SWITCH_ANY)
9894 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9895 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9896 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9897 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9898 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
9901 else if (element == EL_LAMP)
9903 Feld[x][y] = EL_LAMP_ACTIVE;
9904 local_player->lights_still_needed--;
9906 ResetGfxAnimation(x, y);
9907 DrawLevelField(x, y);
9909 else if (element == EL_TIME_ORB_FULL)
9911 Feld[x][y] = EL_TIME_ORB_EMPTY;
9912 TimeLeft += level.time_orb_time;
9913 DrawGameValue_Time(TimeLeft);
9915 ResetGfxAnimation(x, y);
9916 DrawLevelField(x, y);
9919 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9920 player->index_bit, dig_side);
9922 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9923 player->index_bit, dig_side);
9929 if (!PLAYER_SWITCHING(player, x, y))
9931 player->is_switching = TRUE;
9932 player->switch_x = x;
9933 player->switch_y = y;
9935 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9936 player->index_bit, dig_side);
9937 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9938 player->index_bit, dig_side);
9941 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9942 player->index_bit, dig_side);
9943 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9944 player->index_bit, dig_side);
9946 return MF_NO_ACTION;
9949 player->push_delay = -1;
9951 if (is_player) /* function can also be called by EL_PENGUIN */
9953 if (Feld[x][y] != element) /* really digged/collected something */
9954 player->is_collecting = !player->is_digging;
9960 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9962 int jx = player->jx, jy = player->jy;
9963 int x = jx + dx, y = jy + dy;
9964 int snap_direction = (dx == -1 ? MV_LEFT :
9965 dx == +1 ? MV_RIGHT :
9967 dy == +1 ? MV_DOWN : MV_NONE);
9969 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9972 if (!player->active || !IN_LEV_FIELD(x, y))
9980 if (player->MovPos == 0)
9981 player->is_pushing = FALSE;
9983 player->is_snapping = FALSE;
9985 if (player->MovPos == 0)
9987 player->is_moving = FALSE;
9988 player->is_digging = FALSE;
9989 player->is_collecting = FALSE;
9995 if (player->is_snapping)
9998 player->MovDir = snap_direction;
10000 if (player->MovPos == 0)
10002 player->is_moving = FALSE;
10003 player->is_digging = FALSE;
10004 player->is_collecting = FALSE;
10007 player->is_dropping = FALSE;
10009 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10012 player->is_snapping = TRUE;
10014 if (player->MovPos == 0)
10016 player->is_moving = FALSE;
10017 player->is_digging = FALSE;
10018 player->is_collecting = FALSE;
10021 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
10022 DrawLevelField(player->last_jx, player->last_jy);
10024 DrawLevelField(x, y);
10029 boolean DropElement(struct PlayerInfo *player)
10031 int old_element, new_element;
10032 int dropx = player->jx, dropy = player->jy;
10033 int drop_direction = player->MovDir;
10034 int drop_side = drop_direction;
10035 int drop_element = (player->inventory_size > 0 ?
10036 player->inventory_element[player->inventory_size - 1] :
10037 player->inventory_infinite_element != EL_UNDEFINED ?
10038 player->inventory_infinite_element :
10039 player->dynabombs_left > 0 ?
10040 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10043 /* do not drop an element on top of another element; when holding drop key
10044 pressed without moving, dropped element must move away before the next
10045 element can be dropped (this is especially important if the next element
10046 is dynamite, which can be placed on background for historical reasons) */
10047 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
10050 if (IS_THROWABLE(drop_element))
10052 dropx += GET_DX_FROM_DIR(drop_direction);
10053 dropy += GET_DY_FROM_DIR(drop_direction);
10055 if (!IN_LEV_FIELD(dropx, dropy))
10059 old_element = Feld[dropx][dropy]; /* old element at dropping position */
10060 new_element = drop_element; /* default: no change when dropping */
10062 /* check if player is active, not moving and ready to drop */
10063 if (!player->active || player->MovPos || player->drop_delay > 0)
10066 /* check if player has anything that can be dropped */
10067 if (new_element == EL_UNDEFINED)
10070 /* check if anything can be dropped at the current position */
10071 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10074 /* collected custom elements can only be dropped on empty fields */
10075 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10078 if (old_element != EL_EMPTY)
10079 Back[dropx][dropy] = old_element; /* store old element on this field */
10081 ResetGfxAnimation(dropx, dropy);
10082 ResetRandomAnimationValue(dropx, dropy);
10084 if (player->inventory_size > 0 ||
10085 player->inventory_infinite_element != EL_UNDEFINED)
10087 if (player->inventory_size > 0)
10089 player->inventory_size--;
10091 DrawGameValue_Dynamite(local_player->inventory_size);
10093 if (new_element == EL_DYNAMITE)
10094 new_element = EL_DYNAMITE_ACTIVE;
10095 else if (new_element == EL_SP_DISK_RED)
10096 new_element = EL_SP_DISK_RED_ACTIVE;
10099 Feld[dropx][dropy] = new_element;
10101 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10102 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10103 el2img(Feld[dropx][dropy]), 0);
10105 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10107 /* needed if previous element just changed to "empty" in the last frame */
10108 Changed[dropx][dropy] = FALSE; /* allow another change */
10110 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
10111 player->index_bit, drop_side);
10112 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
10113 player->index_bit, drop_side);
10115 TestIfElementTouchesCustomElement(dropx, dropy);
10117 else /* player is dropping a dyna bomb */
10119 player->dynabombs_left--;
10121 Feld[dropx][dropy] = new_element;
10123 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10124 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10125 el2img(Feld[dropx][dropy]), 0);
10127 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10130 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10131 InitField_WithBug1(dropx, dropy, FALSE);
10133 new_element = Feld[dropx][dropy]; /* element might have changed */
10135 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10136 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10138 int move_direction, nextx, nexty;
10140 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10141 MovDir[dropx][dropy] = drop_direction;
10143 move_direction = MovDir[dropx][dropy];
10144 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10145 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10147 Changed[dropx][dropy] = FALSE; /* allow another change */
10148 CheckCollision[dropx][dropy] = 2;
10151 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10152 player->is_dropping = TRUE;
10154 player->drop_x = dropx;
10155 player->drop_y = dropy;
10160 /* ------------------------------------------------------------------------- */
10161 /* game sound playing functions */
10162 /* ------------------------------------------------------------------------- */
10164 static int *loop_sound_frame = NULL;
10165 static int *loop_sound_volume = NULL;
10167 void InitPlayLevelSound()
10169 int num_sounds = getSoundListSize();
10171 checked_free(loop_sound_frame);
10172 checked_free(loop_sound_volume);
10174 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10175 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10178 static void PlayLevelSound(int x, int y, int nr)
10180 int sx = SCREENX(x), sy = SCREENY(y);
10181 int volume, stereo_position;
10182 int max_distance = 8;
10183 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10185 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10186 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10189 if (!IN_LEV_FIELD(x, y) ||
10190 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10191 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10194 volume = SOUND_MAX_VOLUME;
10196 if (!IN_SCR_FIELD(sx, sy))
10198 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10199 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10201 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10204 stereo_position = (SOUND_MAX_LEFT +
10205 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10206 (SCR_FIELDX + 2 * max_distance));
10208 if (IS_LOOP_SOUND(nr))
10210 /* This assures that quieter loop sounds do not overwrite louder ones,
10211 while restarting sound volume comparison with each new game frame. */
10213 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10216 loop_sound_volume[nr] = volume;
10217 loop_sound_frame[nr] = FrameCounter;
10220 PlaySoundExt(nr, volume, stereo_position, type);
10223 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10225 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10226 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10227 y < LEVELY(BY1) ? LEVELY(BY1) :
10228 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10232 static void PlayLevelSoundAction(int x, int y, int action)
10234 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10237 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10239 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10241 if (sound_effect != SND_UNDEFINED)
10242 PlayLevelSound(x, y, sound_effect);
10245 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10248 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10250 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10251 PlayLevelSound(x, y, sound_effect);
10254 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10256 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10258 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10259 PlayLevelSound(x, y, sound_effect);
10262 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10264 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10266 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10267 StopSound(sound_effect);
10270 static void PlayLevelMusic()
10272 if (levelset.music[level_nr] != MUS_UNDEFINED)
10273 PlayMusic(levelset.music[level_nr]); /* from config file */
10275 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10278 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10280 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10285 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10289 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10293 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10297 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10301 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10305 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10309 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10312 case SAMPLE_android_clone:
10313 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10316 case SAMPLE_android_move:
10317 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10320 case SAMPLE_spring:
10321 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10325 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10329 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10332 case SAMPLE_eater_eat:
10333 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10337 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10340 case SAMPLE_collect:
10341 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10344 case SAMPLE_diamond:
10345 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10348 case SAMPLE_squash:
10349 /* !!! CHECK THIS !!! */
10351 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10353 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10357 case SAMPLE_wonderfall:
10358 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10362 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10366 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10370 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10374 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10378 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10382 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10385 case SAMPLE_wonder:
10386 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10390 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10393 case SAMPLE_exit_open:
10394 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10397 case SAMPLE_exit_leave:
10398 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10401 case SAMPLE_dynamite:
10402 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10406 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10410 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10414 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10418 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10422 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10426 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10430 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10435 void RaiseScore(int value)
10437 local_player->score += value;
10439 DrawGameValue_Score(local_player->score);
10442 void RaiseScoreElement(int element)
10447 case EL_BD_DIAMOND:
10448 case EL_EMERALD_YELLOW:
10449 case EL_EMERALD_RED:
10450 case EL_EMERALD_PURPLE:
10451 case EL_SP_INFOTRON:
10452 RaiseScore(level.score[SC_EMERALD]);
10455 RaiseScore(level.score[SC_DIAMOND]);
10458 RaiseScore(level.score[SC_CRYSTAL]);
10461 RaiseScore(level.score[SC_PEARL]);
10464 case EL_BD_BUTTERFLY:
10465 case EL_SP_ELECTRON:
10466 RaiseScore(level.score[SC_BUG]);
10469 case EL_BD_FIREFLY:
10470 case EL_SP_SNIKSNAK:
10471 RaiseScore(level.score[SC_SPACESHIP]);
10474 case EL_DARK_YAMYAM:
10475 RaiseScore(level.score[SC_YAMYAM]);
10478 RaiseScore(level.score[SC_ROBOT]);
10481 RaiseScore(level.score[SC_PACMAN]);
10484 RaiseScore(level.score[SC_NUT]);
10487 case EL_SP_DISK_RED:
10488 case EL_DYNABOMB_INCREASE_NUMBER:
10489 case EL_DYNABOMB_INCREASE_SIZE:
10490 case EL_DYNABOMB_INCREASE_POWER:
10491 RaiseScore(level.score[SC_DYNAMITE]);
10493 case EL_SHIELD_NORMAL:
10494 case EL_SHIELD_DEADLY:
10495 RaiseScore(level.score[SC_SHIELD]);
10497 case EL_EXTRA_TIME:
10498 RaiseScore(level.score[SC_TIME_BONUS]);
10512 RaiseScore(level.score[SC_KEY]);
10515 RaiseScore(element_info[element].collect_score);
10520 void RequestQuitGame(boolean ask_if_really_quit)
10522 if (AllPlayersGone ||
10523 !ask_if_really_quit ||
10524 level_editor_test_game ||
10525 Request("Do you really want to quit the game ?",
10526 REQ_ASK | REQ_STAY_CLOSED))
10528 #if defined(NETWORK_AVALIABLE)
10529 if (options.network)
10530 SendToServer_StopPlaying();
10534 game_status = GAME_MODE_MAIN;
10540 if (tape.playing && tape.deactivate_display)
10541 TapeDeactivateDisplayOff(TRUE);
10543 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10545 if (tape.playing && tape.deactivate_display)
10546 TapeDeactivateDisplayOn();
10551 /* ---------- new game button stuff ---------------------------------------- */
10553 /* graphic position values for game buttons */
10554 #define GAME_BUTTON_XSIZE 30
10555 #define GAME_BUTTON_YSIZE 30
10556 #define GAME_BUTTON_XPOS 5
10557 #define GAME_BUTTON_YPOS 215
10558 #define SOUND_BUTTON_XPOS 5
10559 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10561 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10562 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10563 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10564 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10565 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10566 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10573 } gamebutton_info[NUM_GAME_BUTTONS] =
10576 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10581 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10582 GAME_CTRL_ID_PAUSE,
10586 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10591 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10592 SOUND_CTRL_ID_MUSIC,
10593 "background music on/off"
10596 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10597 SOUND_CTRL_ID_LOOPS,
10598 "sound loops on/off"
10601 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10602 SOUND_CTRL_ID_SIMPLE,
10603 "normal sounds on/off"
10607 void CreateGameButtons()
10611 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10613 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10614 struct GadgetInfo *gi;
10617 unsigned long event_mask;
10618 int gd_xoffset, gd_yoffset;
10619 int gd_x1, gd_x2, gd_y1, gd_y2;
10622 gd_xoffset = gamebutton_info[i].x;
10623 gd_yoffset = gamebutton_info[i].y;
10624 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10625 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10627 if (id == GAME_CTRL_ID_STOP ||
10628 id == GAME_CTRL_ID_PAUSE ||
10629 id == GAME_CTRL_ID_PLAY)
10631 button_type = GD_TYPE_NORMAL_BUTTON;
10633 event_mask = GD_EVENT_RELEASED;
10634 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10635 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10639 button_type = GD_TYPE_CHECK_BUTTON;
10641 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10642 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10643 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10644 event_mask = GD_EVENT_PRESSED;
10645 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10646 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10649 gi = CreateGadget(GDI_CUSTOM_ID, id,
10650 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10651 GDI_X, DX + gd_xoffset,
10652 GDI_Y, DY + gd_yoffset,
10653 GDI_WIDTH, GAME_BUTTON_XSIZE,
10654 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10655 GDI_TYPE, button_type,
10656 GDI_STATE, GD_BUTTON_UNPRESSED,
10657 GDI_CHECKED, checked,
10658 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10659 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10660 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10661 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10662 GDI_EVENT_MASK, event_mask,
10663 GDI_CALLBACK_ACTION, HandleGameButtons,
10667 Error(ERR_EXIT, "cannot create gadget");
10669 game_gadget[id] = gi;
10673 void FreeGameButtons()
10677 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10678 FreeGadget(game_gadget[i]);
10681 static void MapGameButtons()
10685 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10686 MapGadget(game_gadget[i]);
10689 void UnmapGameButtons()
10693 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10694 UnmapGadget(game_gadget[i]);
10697 static void HandleGameButtons(struct GadgetInfo *gi)
10699 int id = gi->custom_id;
10701 if (game_status != GAME_MODE_PLAYING)
10706 case GAME_CTRL_ID_STOP:
10707 RequestQuitGame(TRUE);
10710 case GAME_CTRL_ID_PAUSE:
10711 if (options.network)
10713 #if defined(NETWORK_AVALIABLE)
10715 SendToServer_ContinuePlaying();
10717 SendToServer_PausePlaying();
10721 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10724 case GAME_CTRL_ID_PLAY:
10727 #if defined(NETWORK_AVALIABLE)
10728 if (options.network)
10729 SendToServer_ContinuePlaying();
10733 tape.pausing = FALSE;
10734 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10739 case SOUND_CTRL_ID_MUSIC:
10740 if (setup.sound_music)
10742 setup.sound_music = FALSE;
10745 else if (audio.music_available)
10747 setup.sound = setup.sound_music = TRUE;
10749 SetAudioMode(setup.sound);
10755 case SOUND_CTRL_ID_LOOPS:
10756 if (setup.sound_loops)
10757 setup.sound_loops = FALSE;
10758 else if (audio.loops_available)
10760 setup.sound = setup.sound_loops = TRUE;
10761 SetAudioMode(setup.sound);
10765 case SOUND_CTRL_ID_SIMPLE:
10766 if (setup.sound_simple)
10767 setup.sound_simple = FALSE;
10768 else if (audio.sound_available)
10770 setup.sound = setup.sound_simple = TRUE;
10771 SetAudioMode(setup.sound);