1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
30 /* EXPERIMENTAL STUFF */
31 #define USE_NEW_MOVE_STYLE TRUE *0
32 #define USE_NEW_MOVE_DELAY TRUE *1
33 #define USE_NEW_PUSH_DELAY TRUE *1
34 #define USE_NEW_BLOCK_STYLE TRUE *1
41 /* for MovePlayer() */
42 #define MF_NO_ACTION 0
46 /* for ScrollPlayer() */
48 #define SCROLL_GO_ON 1
51 #define EX_PHASE_START 0
52 #define EX_TYPE_NONE 0
53 #define EX_TYPE_NORMAL (1 << 0)
54 #define EX_TYPE_CENTER (1 << 1)
55 #define EX_TYPE_BORDER (1 << 2)
56 #define EX_TYPE_CROSS (1 << 3)
57 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
59 /* special positions in the game control window (relative to control window) */
62 #define XX_EMERALDS 29
63 #define YY_EMERALDS 54
64 #define XX_DYNAMITE 29
65 #define YY_DYNAMITE 89
74 /* special positions in the game control window (relative to main window) */
75 #define DX_LEVEL (DX + XX_LEVEL)
76 #define DY_LEVEL (DY + YY_LEVEL)
77 #define DX_EMERALDS (DX + XX_EMERALDS)
78 #define DY_EMERALDS (DY + YY_EMERALDS)
79 #define DX_DYNAMITE (DX + XX_DYNAMITE)
80 #define DY_DYNAMITE (DY + YY_DYNAMITE)
81 #define DX_KEYS (DX + XX_KEYS)
82 #define DY_KEYS (DY + YY_KEYS)
83 #define DX_SCORE (DX + XX_SCORE)
84 #define DY_SCORE (DY + YY_SCORE)
85 #define DX_TIME1 (DX + XX_TIME1)
86 #define DX_TIME2 (DX + XX_TIME2)
87 #define DY_TIME (DY + YY_TIME)
89 /* values for initial player move delay (initial delay counter value) */
90 #define INITIAL_MOVE_DELAY_OFF -1
91 #define INITIAL_MOVE_DELAY_ON 0
93 /* values for player movement speed (which is in fact a delay value) */
94 #define MOVE_DELAY_NORMAL_SPEED 8
95 #define MOVE_DELAY_HIGH_SPEED 4
97 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
98 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
99 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
100 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
102 /* values for other actions */
103 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
105 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
106 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
108 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
110 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
111 RND(element_info[e].push_delay_random))
112 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
113 RND(element_info[e].drop_delay_random))
114 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
115 RND(element_info[e].move_delay_random))
116 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
117 (element_info[e].move_delay_random))
119 #define GET_TARGET_ELEMENT(e, ch) \
120 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
121 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
123 #define GET_VALID_PLAYER_ELEMENT(e) \
124 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
126 #define CAN_GROW_INTO(e) \
127 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
129 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
130 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
133 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
134 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
135 (CAN_MOVE_INTO_ACID(e) && \
136 Feld[x][y] == EL_ACID) || \
139 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
141 (CAN_MOVE_INTO_ACID(e) && \
142 Feld[x][y] == EL_ACID) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
148 (CAN_MOVE_INTO_ACID(e) && \
149 Feld[x][y] == EL_ACID) || \
150 (DONT_COLLIDE_WITH(e) && \
152 !PLAYER_ENEMY_PROTECTED(x, y))))
155 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
156 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
158 (DONT_COLLIDE_WITH(e) && \
160 !PLAYER_ENEMY_PROTECTED(x, y))))
163 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
164 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
167 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
168 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
170 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
171 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
175 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
178 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
183 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
184 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
186 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
187 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
189 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
190 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
192 #define PIG_CAN_ENTER_FIELD(e, x, y) \
193 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
195 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
196 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
197 IS_FOOD_PENGUIN(Feld[x][y])))
198 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
199 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
201 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
202 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
204 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
205 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
209 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
210 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
211 (CAN_MOVE_INTO_ACID(e) && \
212 Feld[x][y] == EL_ACID) || \
213 Feld[x][y] == EL_DIAMOND))
215 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
216 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
217 (CAN_MOVE_INTO_ACID(e) && \
218 Feld[x][y] == EL_ACID) || \
219 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
221 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
223 (CAN_MOVE_INTO_ACID(e) && \
224 Feld[x][y] == EL_ACID) || \
225 IS_AMOEBOID(Feld[x][y])))
227 #define PIG_CAN_ENTER_FIELD(e, x, y) \
228 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
229 (CAN_MOVE_INTO_ACID(e) && \
230 Feld[x][y] == EL_ACID) || \
231 IS_FOOD_PIG(Feld[x][y])))
233 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
234 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
235 (CAN_MOVE_INTO_ACID(e) && \
236 Feld[x][y] == EL_ACID) || \
237 IS_FOOD_PENGUIN(Feld[x][y]) || \
238 Feld[x][y] == EL_EXIT_OPEN))
240 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
241 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
242 (CAN_MOVE_INTO_ACID(e) && \
243 Feld[x][y] == EL_ACID)))
245 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
246 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
247 (CAN_MOVE_INTO_ACID(e) && \
248 Feld[x][y] == EL_ACID) || \
251 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
252 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
253 (CAN_MOVE_INTO_ACID(e) && \
254 Feld[x][y] == EL_ACID)))
258 #define GROUP_NR(e) ((e) - EL_GROUP_START)
259 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
260 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
261 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
263 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
264 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
267 #define CE_ENTER_FIELD_COND(e, x, y) \
268 (!IS_PLAYER(x, y) && \
269 (Feld[x][y] == EL_ACID || \
270 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
272 #define CE_ENTER_FIELD_COND(e, x, y) \
273 (!IS_PLAYER(x, y) && \
274 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
277 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
278 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
280 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
281 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
283 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
284 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
285 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
286 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
288 /* game button identifiers */
289 #define GAME_CTRL_ID_STOP 0
290 #define GAME_CTRL_ID_PAUSE 1
291 #define GAME_CTRL_ID_PLAY 2
292 #define SOUND_CTRL_ID_MUSIC 3
293 #define SOUND_CTRL_ID_LOOPS 4
294 #define SOUND_CTRL_ID_SIMPLE 5
296 #define NUM_GAME_BUTTONS 6
299 /* forward declaration for internal use */
301 static void AdvanceFrameAndPlayerCounters(int);
303 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
304 static boolean MovePlayer(struct PlayerInfo *, int, int);
305 static void ScrollPlayer(struct PlayerInfo *, int);
306 static void ScrollScreen(struct PlayerInfo *, int);
308 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
310 static void InitBeltMovement(void);
311 static void CloseAllOpenTimegates(void);
312 static void CheckGravityMovement(struct PlayerInfo *);
313 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
314 static void KillHeroUnlessEnemyProtected(int, int);
315 static void KillHeroUnlessExplosionProtected(int, int);
317 static void TestIfPlayerTouchesCustomElement(int, int);
318 static void TestIfElementTouchesCustomElement(int, int);
319 static void TestIfElementHitsCustomElement(int, int, int);
321 static void TestIfElementSmashesCustomElement(int, int, int);
324 static void ChangeElement(int, int, int);
326 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
327 #define CheckTriggeredElementChange(x, y, e, ev) \
328 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
330 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
331 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
332 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
333 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
334 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
335 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
338 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
339 #define CheckElementChange(x, y, e, te, ev) \
340 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
341 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
342 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
343 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
344 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
345 #define CheckElementChangeByPage(x, y, e, te, ev, p) \
346 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
348 static void PlayLevelSound(int, int, int);
349 static void PlayLevelSoundNearest(int, int, int);
350 static void PlayLevelSoundAction(int, int, int);
351 static void PlayLevelSoundElementAction(int, int, int, int);
352 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
353 static void PlayLevelSoundActionIfLoop(int, int, int);
354 static void StopLevelSoundActionIfLoop(int, int, int);
355 static void PlayLevelMusic();
357 static void MapGameButtons();
358 static void HandleGameButtons(struct GadgetInfo *);
360 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
363 /* ------------------------------------------------------------------------- */
364 /* definition of elements that automatically change to other elements after */
365 /* a specified time, eventually calling a function when changing */
366 /* ------------------------------------------------------------------------- */
368 /* forward declaration for changer functions */
369 static void InitBuggyBase(int x, int y);
370 static void WarnBuggyBase(int x, int y);
372 static void InitTrap(int x, int y);
373 static void ActivateTrap(int x, int y);
374 static void ChangeActiveTrap(int x, int y);
376 static void InitRobotWheel(int x, int y);
377 static void RunRobotWheel(int x, int y);
378 static void StopRobotWheel(int x, int y);
380 static void InitTimegateWheel(int x, int y);
381 static void RunTimegateWheel(int x, int y);
383 struct ChangingElementInfo
388 void (*pre_change_function)(int x, int y);
389 void (*change_function)(int x, int y);
390 void (*post_change_function)(int x, int y);
393 static struct ChangingElementInfo change_delay_list[] =
395 #if USE_NEW_BLOCK_STYLE
398 EL_PLAYER_IS_LEAVING,
400 -1, /* delay for blocking field left by player set at runtime */
456 EL_SWITCHGATE_OPENING,
464 EL_SWITCHGATE_CLOSING,
465 EL_SWITCHGATE_CLOSED,
497 EL_ACID_SPLASH_RIGHT,
506 EL_SP_BUGGY_BASE_ACTIVATING,
513 EL_SP_BUGGY_BASE_ACTIVATING,
514 EL_SP_BUGGY_BASE_ACTIVE,
521 EL_SP_BUGGY_BASE_ACTIVE,
545 EL_ROBOT_WHEEL_ACTIVE,
553 EL_TIMEGATE_SWITCH_ACTIVE,
574 int push_delay_fixed, push_delay_random;
579 { EL_BALLOON, 0, 0 },
581 { EL_SOKOBAN_OBJECT, 2, 0 },
582 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
583 { EL_SATELLITE, 2, 0 },
584 { EL_SP_DISK_YELLOW, 2, 0 },
586 { EL_UNDEFINED, 0, 0 },
594 move_stepsize_list[] =
596 { EL_AMOEBA_DROP, 2 },
597 { EL_AMOEBA_DROPPING, 2 },
598 { EL_QUICKSAND_FILLING, 1 },
599 { EL_QUICKSAND_EMPTYING, 1 },
600 { EL_MAGIC_WALL_FILLING, 2 },
601 { EL_BD_MAGIC_WALL_FILLING, 2 },
602 { EL_MAGIC_WALL_EMPTYING, 2 },
603 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
613 collect_count_list[] =
616 { EL_BD_DIAMOND, 1 },
617 { EL_EMERALD_YELLOW, 1 },
618 { EL_EMERALD_RED, 1 },
619 { EL_EMERALD_PURPLE, 1 },
621 { EL_SP_INFOTRON, 1 },
633 access_direction_list[] =
635 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
636 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
637 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
638 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
639 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
640 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
641 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
642 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
643 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
644 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
645 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
647 { EL_SP_PORT_LEFT, MV_RIGHT },
648 { EL_SP_PORT_RIGHT, MV_LEFT },
649 { EL_SP_PORT_UP, MV_DOWN },
650 { EL_SP_PORT_DOWN, MV_UP },
651 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
652 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
653 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
654 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
655 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
656 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
657 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
658 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
659 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
660 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
661 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
662 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
663 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
664 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
665 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
667 { EL_UNDEFINED, MV_NO_MOVING }
670 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
672 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
673 CH_EVENT_BIT(CE_DELAY))
674 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
675 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
676 IS_JUST_CHANGING(x, y))
678 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
681 void GetPlayerConfig()
683 if (!audio.sound_available)
684 setup.sound_simple = FALSE;
686 if (!audio.loops_available)
687 setup.sound_loops = FALSE;
689 if (!audio.music_available)
690 setup.sound_music = FALSE;
692 if (!video.fullscreen_available)
693 setup.fullscreen = FALSE;
695 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
697 SetAudioMode(setup.sound);
701 static int getBeltNrFromBeltElement(int element)
703 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
704 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
705 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
708 static int getBeltNrFromBeltActiveElement(int element)
710 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
711 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
712 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
715 static int getBeltNrFromBeltSwitchElement(int element)
717 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
718 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
719 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
722 static int getBeltDirNrFromBeltSwitchElement(int element)
724 static int belt_base_element[4] =
726 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
727 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
728 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
729 EL_CONVEYOR_BELT_4_SWITCH_LEFT
732 int belt_nr = getBeltNrFromBeltSwitchElement(element);
733 int belt_dir_nr = element - belt_base_element[belt_nr];
735 return (belt_dir_nr % 3);
738 static int getBeltDirFromBeltSwitchElement(int element)
740 static int belt_move_dir[3] =
747 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
749 return belt_move_dir[belt_dir_nr];
752 static void InitPlayerField(int x, int y, int element, boolean init_game)
754 if (element == EL_SP_MURPHY)
758 if (stored_player[0].present)
760 Feld[x][y] = EL_SP_MURPHY_CLONE;
766 stored_player[0].use_murphy_graphic = TRUE;
769 Feld[x][y] = EL_PLAYER_1;
775 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
776 int jx = player->jx, jy = player->jy;
777 int sp_block_delay = 7;
778 int em_block_delay = 7;
779 int sp_no_block_delay = 1;
780 int em_no_block_delay = 1;
782 player->present = TRUE;
784 player->block_last_field = (element == EL_SP_MURPHY ?
785 level.sp_block_last_field :
786 level.block_last_field);
788 player->block_delay_value =
789 (element == EL_SP_MURPHY ?
790 (player->block_last_field ? sp_block_delay : sp_no_block_delay) :
791 (player->block_last_field ? em_block_delay : em_no_block_delay));
793 if (!options.network || player->connected)
795 player->active = TRUE;
797 /* remove potentially duplicate players */
798 if (StorePlayer[jx][jy] == Feld[x][y])
799 StorePlayer[jx][jy] = 0;
801 StorePlayer[x][y] = Feld[x][y];
805 printf("Player %d activated.\n", player->element_nr);
806 printf("[Local player is %d and currently %s.]\n",
807 local_player->element_nr,
808 local_player->active ? "active" : "not active");
812 Feld[x][y] = EL_EMPTY;
814 player->jx = player->last_jx = x;
815 player->jy = player->last_jy = y;
819 static void InitField(int x, int y, boolean init_game)
821 int element = Feld[x][y];
830 InitPlayerField(x, y, element, init_game);
833 case EL_SOKOBAN_FIELD_PLAYER:
834 element = Feld[x][y] = EL_PLAYER_1;
835 InitField(x, y, init_game);
837 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
838 InitField(x, y, init_game);
841 case EL_SOKOBAN_FIELD_EMPTY:
842 local_player->sokobanfields_still_needed++;
846 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
847 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
848 else if (x > 0 && Feld[x-1][y] == EL_ACID)
849 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
850 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
851 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
852 else if (y > 0 && Feld[x][y-1] == EL_ACID)
853 Feld[x][y] = EL_ACID_POOL_BOTTOM;
854 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
855 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
863 case EL_SPACESHIP_RIGHT:
864 case EL_SPACESHIP_UP:
865 case EL_SPACESHIP_LEFT:
866 case EL_SPACESHIP_DOWN:
868 case EL_BD_BUTTERFLY_RIGHT:
869 case EL_BD_BUTTERFLY_UP:
870 case EL_BD_BUTTERFLY_LEFT:
871 case EL_BD_BUTTERFLY_DOWN:
872 case EL_BD_BUTTERFLY:
873 case EL_BD_FIREFLY_RIGHT:
874 case EL_BD_FIREFLY_UP:
875 case EL_BD_FIREFLY_LEFT:
876 case EL_BD_FIREFLY_DOWN:
878 case EL_PACMAN_RIGHT:
902 if (y == lev_fieldy - 1)
904 Feld[x][y] = EL_AMOEBA_GROWING;
905 Store[x][y] = EL_AMOEBA_WET;
909 case EL_DYNAMITE_ACTIVE:
910 case EL_SP_DISK_RED_ACTIVE:
911 case EL_DYNABOMB_PLAYER_1_ACTIVE:
912 case EL_DYNABOMB_PLAYER_2_ACTIVE:
913 case EL_DYNABOMB_PLAYER_3_ACTIVE:
914 case EL_DYNABOMB_PLAYER_4_ACTIVE:
919 local_player->lights_still_needed++;
923 local_player->friends_still_needed++;
928 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
933 Feld[x][y] = EL_EMPTY;
938 case EL_EM_KEY_1_FILE:
939 Feld[x][y] = EL_EM_KEY_1;
941 case EL_EM_KEY_2_FILE:
942 Feld[x][y] = EL_EM_KEY_2;
944 case EL_EM_KEY_3_FILE:
945 Feld[x][y] = EL_EM_KEY_3;
947 case EL_EM_KEY_4_FILE:
948 Feld[x][y] = EL_EM_KEY_4;
952 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
953 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
954 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
955 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
956 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
957 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
958 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
959 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
960 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
961 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
962 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
963 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
966 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
967 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
968 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
970 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
972 game.belt_dir[belt_nr] = belt_dir;
973 game.belt_dir_nr[belt_nr] = belt_dir_nr;
975 else /* more than one switch -- set it like the first switch */
977 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
982 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
984 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
987 case EL_LIGHT_SWITCH_ACTIVE:
989 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
993 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
995 else if (IS_GROUP_ELEMENT(element))
997 struct ElementGroupInfo *group = element_info[element].group;
998 int last_anim_random_frame = gfx.anim_random_frame;
1001 if (group->choice_mode == ANIM_RANDOM)
1002 gfx.anim_random_frame = RND(group->num_elements_resolved);
1004 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1005 group->choice_mode, 0,
1008 if (group->choice_mode == ANIM_RANDOM)
1009 gfx.anim_random_frame = last_anim_random_frame;
1011 group->choice_pos++;
1013 Feld[x][y] = group->element_resolved[element_pos];
1015 InitField(x, y, init_game);
1021 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1023 InitField(x, y, init_game);
1025 /* not needed to call InitMovDir() -- already done by InitField()! */
1026 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1027 CAN_MOVE(Feld[x][y]))
1031 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1033 int old_element = Feld[x][y];
1035 InitField(x, y, init_game);
1037 /* not needed to call InitMovDir() -- already done by InitField()! */
1038 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1039 CAN_MOVE(old_element) &&
1040 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1043 /* this case is in fact a combination of not less than three bugs:
1044 first, it calls InitMovDir() for elements that can move, although this is
1045 already done by InitField(); then, it checks the element that was at this
1046 field _before_ the call to InitField() (which can change it); lastly, it
1047 was not called for "mole with direction" elements, which were treated as
1048 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1052 inline void DrawGameValue_Emeralds(int value)
1054 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
1057 inline void DrawGameValue_Dynamite(int value)
1059 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
1062 inline void DrawGameValue_Keys(struct PlayerInfo *player)
1066 for (i = 0; i < MAX_KEYS; i++)
1068 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1069 el2edimg(EL_KEY_1 + i));
1072 inline void DrawGameValue_Score(int value)
1074 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1077 inline void DrawGameValue_Time(int value)
1080 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1082 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1085 inline void DrawGameValue_Level(int value)
1088 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1091 /* misuse area for displaying emeralds to draw bigger level number */
1092 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1093 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1095 /* now copy it to the area for displaying level number */
1096 BlitBitmap(drawto, drawto,
1097 DX_EMERALDS, DY_EMERALDS + 1,
1098 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1099 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1100 DX_LEVEL - 1, DY_LEVEL + 1);
1102 /* restore the area for displaying emeralds */
1103 DrawGameValue_Emeralds(local_player->gems_still_needed);
1105 /* yes, this is all really ugly :-) */
1109 void DrawGameDoorValues()
1113 DrawGameValue_Level(level_nr);
1115 for (i = 0; i < MAX_PLAYERS; i++)
1116 DrawGameValue_Keys(&stored_player[i]);
1118 DrawGameValue_Emeralds(local_player->gems_still_needed);
1119 DrawGameValue_Dynamite(local_player->inventory_size);
1120 DrawGameValue_Score(local_player->score);
1121 DrawGameValue_Time(TimeLeft);
1124 static void resolve_group_element(int group_element, int recursion_depth)
1126 static int group_nr;
1127 static struct ElementGroupInfo *group;
1128 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1131 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1133 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1134 group_element - EL_GROUP_START + 1);
1136 /* replace element which caused too deep recursion by question mark */
1137 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1142 if (recursion_depth == 0) /* initialization */
1144 group = element_info[group_element].group;
1145 group_nr = group_element - EL_GROUP_START;
1147 group->num_elements_resolved = 0;
1148 group->choice_pos = 0;
1151 for (i = 0; i < actual_group->num_elements; i++)
1153 int element = actual_group->element[i];
1155 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1158 if (IS_GROUP_ELEMENT(element))
1159 resolve_group_element(element, recursion_depth + 1);
1162 group->element_resolved[group->num_elements_resolved++] = element;
1163 element_info[element].in_group[group_nr] = TRUE;
1168 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1170 printf("::: group %d: %d resolved elements\n",
1171 group_element - EL_GROUP_START, group->num_elements_resolved);
1172 for (i = 0; i < group->num_elements_resolved; i++)
1173 printf("::: - %d ['%s']\n", group->element_resolved[i],
1174 element_info[group->element_resolved[i]].token_name);
1181 =============================================================================
1183 -----------------------------------------------------------------------------
1184 initialize game engine due to level / tape version number
1185 =============================================================================
1188 static void InitGameEngine()
1192 /* set game engine from tape file when re-playing, else from level file */
1193 game.engine_version = (tape.playing ? tape.engine_version :
1194 level.game_version);
1196 /* dynamically adjust element properties according to game engine version */
1197 InitElementPropertiesEngine(game.engine_version);
1200 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1201 printf(" tape version == %06d [%s] [file: %06d]\n",
1202 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1204 printf(" => game.engine_version == %06d\n", game.engine_version);
1207 /* ---------- recursively resolve group elements ------------------------- */
1209 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1210 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1211 element_info[i].in_group[j] = FALSE;
1213 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1214 resolve_group_element(EL_GROUP_START + i, 0);
1216 /* ---------- initialize player's initial move delay --------------------- */
1218 #if USE_NEW_MOVE_DELAY
1219 /* dynamically adjust player properties according to level information */
1220 game.initial_move_delay_value =
1221 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1223 /* dynamically adjust player properties according to game engine version */
1224 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1225 game.initial_move_delay_value : 0);
1227 /* dynamically adjust player properties according to game engine version */
1228 game.initial_move_delay =
1229 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1230 INITIAL_MOVE_DELAY_OFF);
1232 /* dynamically adjust player properties according to level information */
1233 game.initial_move_delay_value =
1234 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1237 /* ---------- initialize player's initial push delay --------------------- */
1239 /* dynamically adjust player properties according to game engine version */
1240 game.initial_push_delay_value =
1241 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1243 /* ---------- initialize changing elements ------------------------------- */
1245 /* initialize changing elements information */
1246 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1248 struct ElementInfo *ei = &element_info[i];
1250 /* this pointer might have been changed in the level editor */
1251 ei->change = &ei->change_page[0];
1253 if (!IS_CUSTOM_ELEMENT(i))
1255 ei->change->target_element = EL_EMPTY_SPACE;
1256 ei->change->delay_fixed = 0;
1257 ei->change->delay_random = 0;
1258 ei->change->delay_frames = 1;
1261 ei->change_events = CE_BITMASK_DEFAULT;
1262 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1264 ei->event_page_nr[j] = 0;
1265 ei->event_page[j] = &ei->change_page[0];
1269 /* add changing elements from pre-defined list */
1270 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1272 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1273 struct ElementInfo *ei = &element_info[ch_delay->element];
1275 ei->change->target_element = ch_delay->target_element;
1276 ei->change->delay_fixed = ch_delay->change_delay;
1278 ei->change->pre_change_function = ch_delay->pre_change_function;
1279 ei->change->change_function = ch_delay->change_function;
1280 ei->change->post_change_function = ch_delay->post_change_function;
1282 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1285 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1290 /* add change events from custom element configuration */
1291 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1293 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1295 for (j = 0; j < ei->num_change_pages; j++)
1297 if (!ei->change_page[j].can_change)
1300 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1302 /* only add event page for the first page found with this event */
1303 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1304 !(ei->change_events & CH_EVENT_BIT(k)))
1306 ei->change_events |= CH_EVENT_BIT(k);
1307 ei->event_page_nr[k] = j;
1308 ei->event_page[k] = &ei->change_page[j];
1316 /* add change events from custom element configuration */
1317 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1319 int element = EL_CUSTOM_START + i;
1321 /* only add custom elements that change after fixed/random frame delay */
1322 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1323 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1327 /* ---------- initialize run-time trigger player and element ------------- */
1329 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1331 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1333 for (j = 0; j < ei->num_change_pages; j++)
1335 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1336 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1340 /* ---------- initialize trigger events ---------------------------------- */
1342 /* initialize trigger events information */
1343 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1344 trigger_events[i] = EP_BITMASK_DEFAULT;
1347 /* add trigger events from element change event properties */
1348 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1350 struct ElementInfo *ei = &element_info[i];
1352 for (j = 0; j < ei->num_change_pages; j++)
1354 if (!ei->change_page[j].can_change)
1357 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1359 int trigger_element = ei->change_page[j].trigger_element;
1361 if (IS_GROUP_ELEMENT(trigger_element))
1363 struct ElementGroupInfo *group = element_info[trigger_element].group;
1365 for (k = 0; k < group->num_elements_resolved; k++)
1366 trigger_events[group->element_resolved[k]]
1367 |= ei->change_page[j].events;
1370 trigger_events[trigger_element] |= ei->change_page[j].events;
1375 /* add trigger events from element change event properties */
1376 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1377 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1378 trigger_events[element_info[i].change->trigger_element] |=
1379 element_info[i].change->events;
1382 /* ---------- initialize push delay -------------------------------------- */
1384 /* initialize push delay values to default */
1385 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1387 if (!IS_CUSTOM_ELEMENT(i))
1389 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1390 element_info[i].push_delay_random = game.default_push_delay_random;
1394 /* set push delay value for certain elements from pre-defined list */
1395 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1397 int e = push_delay_list[i].element;
1399 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1400 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1403 /* set push delay value for Supaplex elements for newer engine versions */
1404 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1406 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1408 if (IS_SP_ELEMENT(i))
1410 #if USE_NEW_MOVE_STYLE
1411 element_info[i].push_delay_fixed = 7; /* just enough to escape ... */
1412 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1414 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1415 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1421 /* ---------- initialize move stepsize ----------------------------------- */
1423 /* initialize move stepsize values to default */
1424 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1425 if (!IS_CUSTOM_ELEMENT(i))
1426 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1428 /* set move stepsize value for certain elements from pre-defined list */
1429 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1431 int e = move_stepsize_list[i].element;
1433 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1437 /* ---------- initialize move dig/leave ---------------------------------- */
1439 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1441 element_info[i].can_leave_element = FALSE;
1442 element_info[i].can_leave_element_last = FALSE;
1446 /* ---------- initialize gem count --------------------------------------- */
1448 /* initialize gem count values for each element */
1449 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1450 if (!IS_CUSTOM_ELEMENT(i))
1451 element_info[i].collect_count = 0;
1453 /* add gem count values for all elements from pre-defined list */
1454 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1455 element_info[collect_count_list[i].element].collect_count =
1456 collect_count_list[i].count;
1458 /* ---------- initialize access direction -------------------------------- */
1460 /* initialize access direction values to default (access from every side) */
1461 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1462 if (!IS_CUSTOM_ELEMENT(i))
1463 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1465 /* set access direction value for certain elements from pre-defined list */
1466 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1467 element_info[access_direction_list[i].element].access_direction =
1468 access_direction_list[i].direction;
1473 =============================================================================
1475 -----------------------------------------------------------------------------
1476 initialize and start new game
1477 =============================================================================
1482 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1483 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1484 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1491 #if USE_NEW_AMOEBA_CODE
1492 printf("Using new amoeba code.\n");
1494 printf("Using old amoeba code.\n");
1499 /* don't play tapes over network */
1500 network_playing = (options.network && !tape.playing);
1502 for (i = 0; i < MAX_PLAYERS; i++)
1504 struct PlayerInfo *player = &stored_player[i];
1506 player->index_nr = i;
1507 player->index_bit = (1 << i);
1508 player->element_nr = EL_PLAYER_1 + i;
1510 player->present = FALSE;
1511 player->active = FALSE;
1514 player->effective_action = 0;
1515 player->programmed_action = 0;
1518 player->gems_still_needed = level.gems_needed;
1519 player->sokobanfields_still_needed = 0;
1520 player->lights_still_needed = 0;
1521 player->friends_still_needed = 0;
1523 for (j = 0; j < MAX_KEYS; j++)
1524 player->key[j] = FALSE;
1526 player->dynabomb_count = 0;
1527 player->dynabomb_size = 1;
1528 player->dynabombs_left = 0;
1529 player->dynabomb_xl = FALSE;
1531 player->MovDir = MV_NO_MOVING;
1534 player->GfxDir = MV_NO_MOVING;
1535 player->GfxAction = ACTION_DEFAULT;
1537 player->StepFrame = 0;
1539 player->use_murphy_graphic = FALSE;
1541 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1542 player->block_delay = 0;
1543 player->block_delay_value = -1; /* initialized in InitPlayerField() */
1545 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1547 player->actual_frame_counter = 0;
1549 player->step_counter = 0;
1551 player->last_move_dir = MV_NO_MOVING;
1553 player->is_waiting = FALSE;
1554 player->is_moving = FALSE;
1555 player->is_auto_moving = FALSE;
1556 player->is_digging = FALSE;
1557 player->is_snapping = FALSE;
1558 player->is_collecting = FALSE;
1559 player->is_pushing = FALSE;
1560 player->is_switching = FALSE;
1561 player->is_dropping = FALSE;
1563 player->is_bored = FALSE;
1564 player->is_sleeping = FALSE;
1566 player->frame_counter_bored = -1;
1567 player->frame_counter_sleeping = -1;
1569 player->anim_delay_counter = 0;
1570 player->post_delay_counter = 0;
1572 player->action_waiting = ACTION_DEFAULT;
1573 player->last_action_waiting = ACTION_DEFAULT;
1574 player->special_action_bored = ACTION_DEFAULT;
1575 player->special_action_sleeping = ACTION_DEFAULT;
1577 player->num_special_action_bored = 0;
1578 player->num_special_action_sleeping = 0;
1580 /* determine number of special actions for bored and sleeping animation */
1581 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1583 boolean found = FALSE;
1585 for (k = 0; k < NUM_DIRECTIONS; k++)
1586 if (el_act_dir2img(player->element_nr, j, k) !=
1587 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1591 player->num_special_action_bored++;
1595 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1597 boolean found = FALSE;
1599 for (k = 0; k < NUM_DIRECTIONS; k++)
1600 if (el_act_dir2img(player->element_nr, j, k) !=
1601 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1605 player->num_special_action_sleeping++;
1610 player->switch_x = -1;
1611 player->switch_y = -1;
1613 player->show_envelope = 0;
1615 player->move_delay = game.initial_move_delay;
1616 player->move_delay_value = game.initial_move_delay_value;
1618 player->move_delay_reset_counter = 0;
1620 #if USE_NEW_PUSH_DELAY
1621 player->push_delay = -1; /* initialized when pushing starts */
1622 player->push_delay_value = game.initial_push_delay_value;
1624 player->push_delay = 0;
1625 player->push_delay_value = game.initial_push_delay_value;
1628 player->drop_delay = 0;
1630 player->last_jx = player->last_jy = 0;
1631 player->jx = player->jy = 0;
1633 player->shield_normal_time_left = 0;
1634 player->shield_deadly_time_left = 0;
1636 player->inventory_infinite_element = EL_UNDEFINED;
1637 player->inventory_size = 0;
1639 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1640 SnapField(player, 0, 0);
1642 player->LevelSolved = FALSE;
1643 player->GameOver = FALSE;
1646 network_player_action_received = FALSE;
1648 #if defined(NETWORK_AVALIABLE)
1649 /* initial null action */
1650 if (network_playing)
1651 SendToServer_MovePlayer(MV_NO_MOVING);
1659 TimeLeft = level.time;
1662 ScreenMovDir = MV_NO_MOVING;
1666 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1668 AllPlayersGone = FALSE;
1670 game.yamyam_content_nr = 0;
1671 game.magic_wall_active = FALSE;
1672 game.magic_wall_time_left = 0;
1673 game.light_time_left = 0;
1674 game.timegate_time_left = 0;
1675 game.switchgate_pos = 0;
1676 game.balloon_dir = MV_NO_MOVING;
1677 game.gravity = level.initial_gravity;
1678 game.explosions_delayed = TRUE;
1680 game.envelope_active = FALSE;
1682 for (i = 0; i < NUM_BELTS; i++)
1684 game.belt_dir[i] = MV_NO_MOVING;
1685 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1688 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1689 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1691 for (x = 0; x < lev_fieldx; x++)
1693 for (y = 0; y < lev_fieldy; y++)
1695 Feld[x][y] = level.field[x][y];
1696 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1697 ChangeDelay[x][y] = 0;
1698 ChangePage[x][y] = -1;
1699 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1701 WasJustMoving[x][y] = 0;
1702 WasJustFalling[x][y] = 0;
1703 CheckCollision[x][y] = 0;
1705 Pushed[x][y] = FALSE;
1707 Changed[x][y] = CE_BITMASK_DEFAULT;
1708 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1710 ExplodePhase[x][y] = 0;
1711 ExplodeDelay[x][y] = 0;
1712 ExplodeField[x][y] = EX_TYPE_NONE;
1714 RunnerVisit[x][y] = 0;
1715 PlayerVisit[x][y] = 0;
1718 GfxRandom[x][y] = INIT_GFX_RANDOM();
1719 GfxElement[x][y] = EL_UNDEFINED;
1720 GfxAction[x][y] = ACTION_DEFAULT;
1721 GfxDir[x][y] = MV_NO_MOVING;
1725 for (y = 0; y < lev_fieldy; y++)
1727 for (x = 0; x < lev_fieldx; x++)
1729 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1731 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1733 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1736 InitField(x, y, TRUE);
1742 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1743 emulate_sb ? EMU_SOKOBAN :
1744 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1746 /* initialize explosion and ignition delay */
1747 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1749 if (!IS_CUSTOM_ELEMENT(i))
1752 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1753 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1754 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1755 int last_phase = (num_phase + 1) * delay;
1756 int half_phase = (num_phase / 2) * delay;
1758 element_info[i].explosion_delay = last_phase - 1;
1759 element_info[i].ignition_delay = half_phase;
1762 if (i == EL_BLACK_ORB)
1763 element_info[i].ignition_delay = 0;
1765 if (i == EL_BLACK_ORB)
1766 element_info[i].ignition_delay = 1;
1771 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1772 element_info[i].explosion_delay = 1;
1774 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1775 element_info[i].ignition_delay = 1;
1779 /* correct non-moving belts to start moving left */
1780 for (i = 0; i < NUM_BELTS; i++)
1781 if (game.belt_dir[i] == MV_NO_MOVING)
1782 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1784 /* check if any connected player was not found in playfield */
1785 for (i = 0; i < MAX_PLAYERS; i++)
1787 struct PlayerInfo *player = &stored_player[i];
1789 if (player->connected && !player->present)
1791 for (j = 0; j < MAX_PLAYERS; j++)
1793 struct PlayerInfo *some_player = &stored_player[j];
1794 int jx = some_player->jx, jy = some_player->jy;
1796 /* assign first free player found that is present in the playfield */
1797 if (some_player->present && !some_player->connected)
1799 player->present = TRUE;
1800 player->active = TRUE;
1802 some_player->present = FALSE;
1803 some_player->active = FALSE;
1806 player->element_nr = some_player->element_nr;
1809 StorePlayer[jx][jy] = player->element_nr;
1810 player->jx = player->last_jx = jx;
1811 player->jy = player->last_jy = jy;
1821 /* when playing a tape, eliminate all players which do not participate */
1823 for (i = 0; i < MAX_PLAYERS; i++)
1825 if (stored_player[i].active && !tape.player_participates[i])
1827 struct PlayerInfo *player = &stored_player[i];
1828 int jx = player->jx, jy = player->jy;
1830 player->active = FALSE;
1831 StorePlayer[jx][jy] = 0;
1832 Feld[jx][jy] = EL_EMPTY;
1836 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1838 /* when in single player mode, eliminate all but the first active player */
1840 for (i = 0; i < MAX_PLAYERS; i++)
1842 if (stored_player[i].active)
1844 for (j = i + 1; j < MAX_PLAYERS; j++)
1846 if (stored_player[j].active)
1848 struct PlayerInfo *player = &stored_player[j];
1849 int jx = player->jx, jy = player->jy;
1851 player->active = FALSE;
1852 player->present = FALSE;
1854 StorePlayer[jx][jy] = 0;
1855 Feld[jx][jy] = EL_EMPTY;
1862 /* when recording the game, store which players take part in the game */
1865 for (i = 0; i < MAX_PLAYERS; i++)
1866 if (stored_player[i].active)
1867 tape.player_participates[i] = TRUE;
1872 for (i = 0; i < MAX_PLAYERS; i++)
1874 struct PlayerInfo *player = &stored_player[i];
1876 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1881 if (local_player == player)
1882 printf("Player %d is local player.\n", i+1);
1886 if (BorderElement == EL_EMPTY)
1889 SBX_Right = lev_fieldx - SCR_FIELDX;
1891 SBY_Lower = lev_fieldy - SCR_FIELDY;
1896 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1898 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1901 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1902 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1904 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1905 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1907 /* if local player not found, look for custom element that might create
1908 the player (make some assumptions about the right custom element) */
1909 if (!local_player->present)
1911 int start_x = 0, start_y = 0;
1912 int found_rating = 0;
1913 int found_element = EL_UNDEFINED;
1915 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1917 int element = Feld[x][y];
1922 if (!IS_CUSTOM_ELEMENT(element))
1925 if (CAN_CHANGE(element))
1927 for (i = 0; i < element_info[element].num_change_pages; i++)
1929 content = element_info[element].change_page[i].target_element;
1930 is_player = ELEM_IS_PLAYER(content);
1932 if (is_player && (found_rating < 3 || element < found_element))
1938 found_element = element;
1943 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1945 content = element_info[element].content[xx][yy];
1946 is_player = ELEM_IS_PLAYER(content);
1948 if (is_player && (found_rating < 2 || element < found_element))
1950 start_x = x + xx - 1;
1951 start_y = y + yy - 1;
1954 found_element = element;
1957 if (!CAN_CHANGE(element))
1960 for (i = 0; i < element_info[element].num_change_pages; i++)
1962 content= element_info[element].change_page[i].target_content[xx][yy];
1963 is_player = ELEM_IS_PLAYER(content);
1965 if (is_player && (found_rating < 1 || element < found_element))
1967 start_x = x + xx - 1;
1968 start_y = y + yy - 1;
1971 found_element = element;
1977 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1978 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1981 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1982 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1988 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1989 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1990 local_player->jx - MIDPOSX);
1992 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1993 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1994 local_player->jy - MIDPOSY);
1996 scroll_x = SBX_Left;
1997 scroll_y = SBY_Upper;
1998 if (local_player->jx >= SBX_Left + MIDPOSX)
1999 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
2000 local_player->jx - MIDPOSX :
2002 if (local_player->jy >= SBY_Upper + MIDPOSY)
2003 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
2004 local_player->jy - MIDPOSY :
2009 CloseDoor(DOOR_CLOSE_1);
2014 /* after drawing the level, correct some elements */
2015 if (game.timegate_time_left == 0)
2016 CloseAllOpenTimegates();
2018 if (setup.soft_scrolling)
2019 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2021 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2024 /* copy default game door content to main double buffer */
2025 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2026 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2028 DrawGameDoorValues();
2032 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2033 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2034 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2038 /* copy actual game door content to door double buffer for OpenDoor() */
2039 BlitBitmap(drawto, bitmap_db_door,
2040 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2042 OpenDoor(DOOR_OPEN_ALL);
2044 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2046 if (setup.sound_music)
2049 KeyboardAutoRepeatOffUnlessAutoplay();
2053 for (i = 0; i < MAX_PLAYERS; i++)
2054 printf("Player %d %sactive.\n",
2055 i + 1, (stored_player[i].active ? "" : "not "));
2059 printf("::: starting game [%d]\n", FrameCounter);
2063 void InitMovDir(int x, int y)
2065 int i, element = Feld[x][y];
2066 static int xy[4][2] =
2073 static int direction[3][4] =
2075 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2076 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2077 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2086 Feld[x][y] = EL_BUG;
2087 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2090 case EL_SPACESHIP_RIGHT:
2091 case EL_SPACESHIP_UP:
2092 case EL_SPACESHIP_LEFT:
2093 case EL_SPACESHIP_DOWN:
2094 Feld[x][y] = EL_SPACESHIP;
2095 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2098 case EL_BD_BUTTERFLY_RIGHT:
2099 case EL_BD_BUTTERFLY_UP:
2100 case EL_BD_BUTTERFLY_LEFT:
2101 case EL_BD_BUTTERFLY_DOWN:
2102 Feld[x][y] = EL_BD_BUTTERFLY;
2103 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2106 case EL_BD_FIREFLY_RIGHT:
2107 case EL_BD_FIREFLY_UP:
2108 case EL_BD_FIREFLY_LEFT:
2109 case EL_BD_FIREFLY_DOWN:
2110 Feld[x][y] = EL_BD_FIREFLY;
2111 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2114 case EL_PACMAN_RIGHT:
2116 case EL_PACMAN_LEFT:
2117 case EL_PACMAN_DOWN:
2118 Feld[x][y] = EL_PACMAN;
2119 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2122 case EL_SP_SNIKSNAK:
2123 MovDir[x][y] = MV_UP;
2126 case EL_SP_ELECTRON:
2127 MovDir[x][y] = MV_LEFT;
2134 Feld[x][y] = EL_MOLE;
2135 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2139 if (IS_CUSTOM_ELEMENT(element))
2141 struct ElementInfo *ei = &element_info[element];
2142 int move_direction_initial = ei->move_direction_initial;
2143 int move_pattern = ei->move_pattern;
2145 if (move_direction_initial == MV_START_PREVIOUS)
2147 if (MovDir[x][y] != MV_NO_MOVING)
2150 move_direction_initial = MV_START_AUTOMATIC;
2153 if (move_direction_initial == MV_START_RANDOM)
2154 MovDir[x][y] = 1 << RND(4);
2155 else if (move_direction_initial & MV_ANY_DIRECTION)
2156 MovDir[x][y] = move_direction_initial;
2157 else if (move_pattern == MV_ALL_DIRECTIONS ||
2158 move_pattern == MV_TURNING_LEFT ||
2159 move_pattern == MV_TURNING_RIGHT ||
2160 move_pattern == MV_TURNING_LEFT_RIGHT ||
2161 move_pattern == MV_TURNING_RIGHT_LEFT ||
2162 move_pattern == MV_TURNING_RANDOM)
2163 MovDir[x][y] = 1 << RND(4);
2164 else if (move_pattern == MV_HORIZONTAL)
2165 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2166 else if (move_pattern == MV_VERTICAL)
2167 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2168 else if (move_pattern & MV_ANY_DIRECTION)
2169 MovDir[x][y] = element_info[element].move_pattern;
2170 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2171 move_pattern == MV_ALONG_RIGHT_SIDE)
2174 /* use random direction as default start direction */
2175 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2176 MovDir[x][y] = 1 << RND(4);
2179 for (i = 0; i < NUM_DIRECTIONS; i++)
2181 int x1 = x + xy[i][0];
2182 int y1 = y + xy[i][1];
2184 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2186 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2187 MovDir[x][y] = direction[0][i];
2189 MovDir[x][y] = direction[1][i];
2198 MovDir[x][y] = 1 << RND(4);
2200 if (element != EL_BUG &&
2201 element != EL_SPACESHIP &&
2202 element != EL_BD_BUTTERFLY &&
2203 element != EL_BD_FIREFLY)
2206 for (i = 0; i < NUM_DIRECTIONS; i++)
2208 int x1 = x + xy[i][0];
2209 int y1 = y + xy[i][1];
2211 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2213 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2215 MovDir[x][y] = direction[0][i];
2218 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2219 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2221 MovDir[x][y] = direction[1][i];
2230 GfxDir[x][y] = MovDir[x][y];
2233 void InitAmoebaNr(int x, int y)
2236 int group_nr = AmoebeNachbarNr(x, y);
2240 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2242 if (AmoebaCnt[i] == 0)
2250 AmoebaNr[x][y] = group_nr;
2251 AmoebaCnt[group_nr]++;
2252 AmoebaCnt2[group_nr]++;
2258 boolean raise_level = FALSE;
2260 if (local_player->MovPos)
2264 if (tape.auto_play) /* tape might already be stopped here */
2265 tape.auto_play_level_solved = TRUE;
2267 if (tape.playing && tape.auto_play)
2268 tape.auto_play_level_solved = TRUE;
2271 local_player->LevelSolved = FALSE;
2273 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2277 if (!tape.playing && setup.sound_loops)
2278 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2279 SND_CTRL_PLAY_LOOP);
2281 while (TimeLeft > 0)
2283 if (!tape.playing && !setup.sound_loops)
2284 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2285 if (TimeLeft > 0 && !(TimeLeft % 10))
2286 RaiseScore(level.score[SC_TIME_BONUS]);
2287 if (TimeLeft > 100 && !(TimeLeft % 10))
2292 DrawGameValue_Time(TimeLeft);
2300 if (!tape.playing && setup.sound_loops)
2301 StopSound(SND_GAME_LEVELTIME_BONUS);
2303 else if (level.time == 0) /* level without time limit */
2305 if (!tape.playing && setup.sound_loops)
2306 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2307 SND_CTRL_PLAY_LOOP);
2309 while (TimePlayed < 999)
2311 if (!tape.playing && !setup.sound_loops)
2312 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2313 if (TimePlayed < 999 && !(TimePlayed % 10))
2314 RaiseScore(level.score[SC_TIME_BONUS]);
2315 if (TimePlayed < 900 && !(TimePlayed % 10))
2320 DrawGameValue_Time(TimePlayed);
2328 if (!tape.playing && setup.sound_loops)
2329 StopSound(SND_GAME_LEVELTIME_BONUS);
2332 /* close exit door after last player */
2333 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2334 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2336 int element = Feld[ExitX][ExitY];
2338 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2339 EL_SP_EXIT_CLOSING);
2341 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2344 /* Hero disappears */
2345 DrawLevelField(ExitX, ExitY);
2351 CloseDoor(DOOR_CLOSE_1);
2356 SaveTape(tape.level_nr); /* Ask to save tape */
2359 if (level_nr == leveldir_current->handicap_level)
2361 leveldir_current->handicap_level++;
2362 SaveLevelSetup_SeriesInfo();
2365 if (level_editor_test_game)
2366 local_player->score = -1; /* no highscore when playing from editor */
2367 else if (level_nr < leveldir_current->last_level)
2368 raise_level = TRUE; /* advance to next level */
2370 if ((hi_pos = NewHiScore()) >= 0)
2372 game_status = GAME_MODE_SCORES;
2373 DrawHallOfFame(hi_pos);
2382 game_status = GAME_MODE_MAIN;
2399 LoadScore(level_nr);
2401 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2402 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2405 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2407 if (local_player->score > highscore[k].Score)
2409 /* player has made it to the hall of fame */
2411 if (k < MAX_SCORE_ENTRIES - 1)
2413 int m = MAX_SCORE_ENTRIES - 1;
2416 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2417 if (!strcmp(setup.player_name, highscore[l].Name))
2419 if (m == k) /* player's new highscore overwrites his old one */
2423 for (l = m; l > k; l--)
2425 strcpy(highscore[l].Name, highscore[l - 1].Name);
2426 highscore[l].Score = highscore[l - 1].Score;
2433 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2434 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2435 highscore[k].Score = local_player->score;
2441 else if (!strncmp(setup.player_name, highscore[k].Name,
2442 MAX_PLAYER_NAME_LEN))
2443 break; /* player already there with a higher score */
2449 SaveScore(level_nr);
2454 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2456 if (player->GfxAction != action || player->GfxDir != dir)
2459 printf("Player frame reset! (%d => %d, %d => %d)\n",
2460 player->GfxAction, action, player->GfxDir, dir);
2463 player->GfxAction = action;
2464 player->GfxDir = dir;
2466 player->StepFrame = 0;
2470 static void ResetRandomAnimationValue(int x, int y)
2472 GfxRandom[x][y] = INIT_GFX_RANDOM();
2475 static void ResetGfxAnimation(int x, int y)
2478 GfxAction[x][y] = ACTION_DEFAULT;
2479 GfxDir[x][y] = MovDir[x][y];
2482 void InitMovingField(int x, int y, int direction)
2484 int element = Feld[x][y];
2485 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2486 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2490 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2491 ResetGfxAnimation(x, y);
2493 MovDir[newx][newy] = MovDir[x][y] = direction;
2494 GfxDir[x][y] = direction;
2496 if (Feld[newx][newy] == EL_EMPTY)
2497 Feld[newx][newy] = EL_BLOCKED;
2499 if (direction == MV_DOWN && CAN_FALL(element))
2500 GfxAction[x][y] = ACTION_FALLING;
2502 GfxAction[x][y] = ACTION_MOVING;
2504 GfxFrame[newx][newy] = GfxFrame[x][y];
2505 GfxRandom[newx][newy] = GfxRandom[x][y];
2506 GfxAction[newx][newy] = GfxAction[x][y];
2507 GfxDir[newx][newy] = GfxDir[x][y];
2510 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2512 int direction = MovDir[x][y];
2513 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2514 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2520 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2522 int oldx = x, oldy = y;
2523 int direction = MovDir[x][y];
2525 if (direction == MV_LEFT)
2527 else if (direction == MV_RIGHT)
2529 else if (direction == MV_UP)
2531 else if (direction == MV_DOWN)
2534 *comes_from_x = oldx;
2535 *comes_from_y = oldy;
2538 int MovingOrBlocked2Element(int x, int y)
2540 int element = Feld[x][y];
2542 if (element == EL_BLOCKED)
2546 Blocked2Moving(x, y, &oldx, &oldy);
2547 return Feld[oldx][oldy];
2553 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2555 /* like MovingOrBlocked2Element(), but if element is moving
2556 and (x,y) is the field the moving element is just leaving,
2557 return EL_BLOCKED instead of the element value */
2558 int element = Feld[x][y];
2560 if (IS_MOVING(x, y))
2562 if (element == EL_BLOCKED)
2566 Blocked2Moving(x, y, &oldx, &oldy);
2567 return Feld[oldx][oldy];
2576 static void RemoveField(int x, int y)
2578 Feld[x][y] = EL_EMPTY;
2585 ChangeDelay[x][y] = 0;
2586 ChangePage[x][y] = -1;
2587 Pushed[x][y] = FALSE;
2590 ExplodeField[x][y] = EX_TYPE_NONE;
2593 GfxElement[x][y] = EL_UNDEFINED;
2594 GfxAction[x][y] = ACTION_DEFAULT;
2595 GfxDir[x][y] = MV_NO_MOVING;
2598 void RemoveMovingField(int x, int y)
2600 int oldx = x, oldy = y, newx = x, newy = y;
2601 int element = Feld[x][y];
2602 int next_element = EL_UNDEFINED;
2604 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2607 if (IS_MOVING(x, y))
2609 Moving2Blocked(x, y, &newx, &newy);
2611 if (Feld[newx][newy] != EL_BLOCKED)
2614 if (Feld[newx][newy] != EL_BLOCKED)
2616 /* element is moving, but target field is not free (blocked), but
2617 already occupied by something different (example: acid pool);
2618 in this case, only remove the moving field, but not the target */
2620 RemoveField(oldx, oldy);
2622 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2624 DrawLevelField(oldx, oldy);
2630 else if (element == EL_BLOCKED)
2632 Blocked2Moving(x, y, &oldx, &oldy);
2633 if (!IS_MOVING(oldx, oldy))
2637 if (element == EL_BLOCKED &&
2638 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2639 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2640 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2641 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2642 next_element = get_next_element(Feld[oldx][oldy]);
2644 RemoveField(oldx, oldy);
2645 RemoveField(newx, newy);
2647 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2649 if (next_element != EL_UNDEFINED)
2650 Feld[oldx][oldy] = next_element;
2652 DrawLevelField(oldx, oldy);
2653 DrawLevelField(newx, newy);
2656 void DrawDynamite(int x, int y)
2658 int sx = SCREENX(x), sy = SCREENY(y);
2659 int graphic = el2img(Feld[x][y]);
2662 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2665 if (IS_WALKABLE_INSIDE(Back[x][y]))
2669 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2670 else if (Store[x][y])
2671 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2673 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2676 if (Back[x][y] || Store[x][y])
2677 DrawGraphicThruMask(sx, sy, graphic, frame);
2679 DrawGraphic(sx, sy, graphic, frame);
2681 if (game.emulation == EMU_SUPAPLEX)
2682 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2683 else if (Store[x][y])
2684 DrawGraphicThruMask(sx, sy, graphic, frame);
2686 DrawGraphic(sx, sy, graphic, frame);
2690 void CheckDynamite(int x, int y)
2692 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2696 if (MovDelay[x][y] != 0)
2699 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2706 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2708 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2709 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2710 StopSound(SND_DYNAMITE_ACTIVE);
2712 StopSound(SND_DYNABOMB_ACTIVE);
2718 void DrawRelocatePlayer(struct PlayerInfo *player)
2720 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2721 boolean no_delay = (tape.warp_forward);
2722 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2723 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2724 int jx = player->jx;
2725 int jy = player->jy;
2727 if (level.instant_relocation)
2730 int offset = (setup.scroll_delay ? 3 : 0);
2732 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2734 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2735 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2736 local_player->jx - MIDPOSX);
2738 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2739 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2740 local_player->jy - MIDPOSY);
2744 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2745 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2746 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2748 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2749 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2750 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2752 /* don't scroll over playfield boundaries */
2753 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2754 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2756 /* don't scroll over playfield boundaries */
2757 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2758 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2761 scroll_x += (local_player->jx - old_jx);
2762 scroll_y += (local_player->jy - old_jy);
2764 /* don't scroll over playfield boundaries */
2765 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2766 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2768 /* don't scroll over playfield boundaries */
2769 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2770 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2773 RedrawPlayfield(TRUE, 0,0,0,0);
2779 int offset = (setup.scroll_delay ? 3 : 0);
2781 int scroll_xx = -999, scroll_yy = -999;
2783 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2785 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2788 int fx = FX, fy = FY;
2790 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2791 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2792 local_player->jx - MIDPOSX);
2794 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2795 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2796 local_player->jy - MIDPOSY);
2798 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2799 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2802 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2805 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2812 fx += dx * TILEX / 2;
2813 fy += dy * TILEY / 2;
2815 ScrollLevel(dx, dy);
2818 /* scroll in two steps of half tile size to make things smoother */
2819 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2821 Delay(wait_delay_value);
2823 /* scroll second step to align at full tile size */
2825 Delay(wait_delay_value);
2828 int scroll_xx = -999, scroll_yy = -999;
2830 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2832 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2835 int fx = FX, fy = FY;
2837 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2838 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2839 local_player->jx - MIDPOSX);
2841 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2842 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2843 local_player->jy - MIDPOSY);
2845 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2846 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2849 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2852 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2859 fx += dx * TILEX / 2;
2860 fy += dy * TILEY / 2;
2862 ScrollLevel(dx, dy);
2865 /* scroll in two steps of half tile size to make things smoother */
2866 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2868 Delay(wait_delay_value);
2870 /* scroll second step to align at full tile size */
2872 Delay(wait_delay_value);
2878 Delay(wait_delay_value);
2882 void RelocatePlayer(int jx, int jy, int el_player_raw)
2885 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2887 int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
2889 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2890 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2891 boolean no_delay = (tape.warp_forward);
2892 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2893 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2894 int old_jx = player->jx;
2895 int old_jy = player->jy;
2896 int old_element = Feld[old_jx][old_jy];
2897 int element = Feld[jx][jy];
2898 boolean player_relocated = (old_jx != jx || old_jy != jy);
2900 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2901 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2903 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2904 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2905 int leave_side_horiz = move_dir_horiz;
2906 int leave_side_vert = move_dir_vert;
2908 static int trigger_sides[4][2] =
2910 /* enter side leave side */
2911 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
2912 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
2913 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
2914 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
2916 int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
2917 int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
2918 int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
2919 int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
2921 int enter_side = enter_side_horiz | enter_side_vert;
2922 int leave_side = leave_side_horiz | leave_side_vert;
2924 if (player->GameOver) /* do not reanimate dead player */
2927 if (!player_relocated) /* no need to relocate the player */
2930 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2932 RemoveField(jx, jy); /* temporarily remove newly placed player */
2933 DrawLevelField(jx, jy);
2936 if (player->present)
2938 while (player->MovPos)
2940 ScrollPlayer(player, SCROLL_GO_ON);
2941 ScrollScreen(NULL, SCROLL_GO_ON);
2943 #if USE_NEW_MOVE_DELAY
2944 AdvanceFrameAndPlayerCounters(player->index_nr);
2952 Delay(wait_delay_value);
2955 DrawPlayer(player); /* needed here only to cleanup last field */
2956 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2958 player->is_moving = FALSE;
2962 if (IS_CUSTOM_ELEMENT(old_element))
2963 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2965 player->index_bit, leave_side);
2967 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
2969 player->index_bit, leave_side);
2972 Feld[jx][jy] = el_player;
2973 InitPlayerField(jx, jy, el_player, TRUE);
2975 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2977 Feld[jx][jy] = element;
2978 InitField(jx, jy, FALSE);
2982 if (player == local_player) /* only visually relocate local player */
2983 DrawRelocatePlayer(player);
2987 TestIfHeroTouchesBadThing(jx, jy);
2988 TestIfPlayerTouchesCustomElement(jx, jy);
2992 printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
2997 /* needed to allow change of walkable custom element by entering player */
2998 if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
2999 Changed[jx][jy] = 0; /* allow another change (but prevent loop) */
3001 /* needed to allow change of walkable custom element by entering player */
3002 Changed[jx][jy] = 0; /* allow another change */
3007 printf("::: player entering %d, %d from %s ...\n", jx, jy,
3008 enter_side == MV_LEFT ? "left" :
3009 enter_side == MV_RIGHT ? "right" :
3010 enter_side == MV_UP ? "top" :
3011 enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
3015 if (IS_CUSTOM_ELEMENT(element))
3016 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
3017 player->index_bit, enter_side);
3019 CheckTriggeredElementChangeByPlayer(jx, jy, element,
3020 CE_OTHER_GETS_ENTERED,
3021 player->index_bit, enter_side);
3025 void Explode(int ex, int ey, int phase, int mode)
3032 /* !!! eliminate this variable !!! */
3033 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
3038 int last_phase = num_phase * delay;
3039 int half_phase = (num_phase / 2) * delay;
3040 int first_phase_after_start = EX_PHASE_START + 1;
3044 if (game.explosions_delayed)
3046 ExplodeField[ex][ey] = mode;
3050 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
3052 int center_element = Feld[ex][ey];
3055 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
3059 /* --- This is only really needed (and now handled) in "Impact()". --- */
3060 /* do not explode moving elements that left the explode field in time */
3061 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
3062 center_element == EL_EMPTY &&
3063 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3067 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
3068 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
3070 /* remove things displayed in background while burning dynamite */
3071 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3074 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3076 /* put moving element to center field (and let it explode there) */
3077 center_element = MovingOrBlocked2Element(ex, ey);
3078 RemoveMovingField(ex, ey);
3079 Feld[ex][ey] = center_element;
3085 last_phase = element_info[center_element].explosion_delay + 1;
3087 last_phase = element_info[center_element].explosion_delay;
3091 printf("::: %d -> %d\n", center_element, last_phase);
3095 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3097 int xx = x - ex + 1;
3098 int yy = y - ey + 1;
3103 if (!IN_LEV_FIELD(x, y) ||
3104 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3105 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3108 if (!IN_LEV_FIELD(x, y) ||
3109 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
3113 if (!IN_LEV_FIELD(x, y) ||
3114 ((mode != EX_TYPE_NORMAL ||
3115 center_element == EL_AMOEBA_TO_DIAMOND) &&
3116 (x != ex || y != ey)))
3120 element = Feld[x][y];
3122 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3124 element = MovingOrBlocked2Element(x, y);
3126 if (!IS_EXPLOSION_PROOF(element))
3127 RemoveMovingField(x, y);
3133 if (IS_EXPLOSION_PROOF(element))
3136 /* indestructible elements can only explode in center (but not flames) */
3138 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3139 mode == EX_TYPE_BORDER)) ||
3140 element == EL_FLAMES)
3143 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
3144 element == EL_FLAMES)
3150 if ((IS_INDESTRUCTIBLE(element) &&
3151 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
3152 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
3153 element == EL_FLAMES)
3158 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3159 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3160 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3162 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3165 if (IS_ACTIVE_BOMB(element))
3167 /* re-activate things under the bomb like gate or penguin */
3169 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3172 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
3177 printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
3178 element_info[Feld[x][y]].token_name,
3179 Store[x][y], Store2[x][y]);
3186 /* save walkable background elements while explosion on same tile */
3188 if (IS_INDESTRUCTIBLE(element))
3189 Back[x][y] = element;
3193 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3194 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3195 Back[x][y] = element;
3197 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3198 (x != ex || y != ey))
3199 Back[x][y] = element;
3202 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
3203 Back[x][y] = element;
3207 /* ignite explodable elements reached by other explosion */
3208 if (element == EL_EXPLOSION)
3209 element = Store2[x][y];
3212 if (AmoebaNr[x][y] &&
3213 (element == EL_AMOEBA_FULL ||
3214 element == EL_BD_AMOEBA ||
3215 element == EL_AMOEBA_GROWING))
3217 AmoebaCnt[AmoebaNr[x][y]]--;
3218 AmoebaCnt2[AmoebaNr[x][y]]--;
3224 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3226 switch(StorePlayer[ex][ey])
3229 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3232 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3235 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3239 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3244 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3245 Store[x][y] = EL_EMPTY;
3247 if (game.emulation == EMU_SUPAPLEX)
3248 Store[x][y] = EL_EMPTY;
3251 else if (center_element == EL_MOLE)
3252 Store[x][y] = EL_EMERALD_RED;
3253 else if (center_element == EL_PENGUIN)
3254 Store[x][y] = EL_EMERALD_PURPLE;
3255 else if (center_element == EL_BUG)
3256 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3257 else if (center_element == EL_BD_BUTTERFLY)
3258 Store[x][y] = EL_BD_DIAMOND;
3259 else if (center_element == EL_SP_ELECTRON)
3260 Store[x][y] = EL_SP_INFOTRON;
3261 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3262 Store[x][y] = level.amoeba_content;
3263 else if (center_element == EL_YAMYAM)
3264 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3265 else if (IS_CUSTOM_ELEMENT(center_element) &&
3266 element_info[center_element].content[xx][yy] != EL_EMPTY)
3267 Store[x][y] = element_info[center_element].content[xx][yy];
3268 else if (element == EL_WALL_EMERALD)
3269 Store[x][y] = EL_EMERALD;
3270 else if (element == EL_WALL_DIAMOND)
3271 Store[x][y] = EL_DIAMOND;
3272 else if (element == EL_WALL_BD_DIAMOND)
3273 Store[x][y] = EL_BD_DIAMOND;
3274 else if (element == EL_WALL_EMERALD_YELLOW)
3275 Store[x][y] = EL_EMERALD_YELLOW;
3276 else if (element == EL_WALL_EMERALD_RED)
3277 Store[x][y] = EL_EMERALD_RED;
3278 else if (element == EL_WALL_EMERALD_PURPLE)
3279 Store[x][y] = EL_EMERALD_PURPLE;
3280 else if (element == EL_WALL_PEARL)
3281 Store[x][y] = EL_PEARL;
3282 else if (element == EL_WALL_CRYSTAL)
3283 Store[x][y] = EL_CRYSTAL;
3284 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3285 Store[x][y] = element_info[element].content[1][1];
3287 Store[x][y] = EL_EMPTY;
3289 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3290 center_element == EL_AMOEBA_TO_DIAMOND)
3291 Store2[x][y] = element;
3294 printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
3295 element_info[Store2[x][y]].token_name);
3299 if (AmoebaNr[x][y] &&
3300 (element == EL_AMOEBA_FULL ||
3301 element == EL_BD_AMOEBA ||
3302 element == EL_AMOEBA_GROWING))
3304 AmoebaCnt[AmoebaNr[x][y]]--;
3305 AmoebaCnt2[AmoebaNr[x][y]]--;
3311 MovDir[x][y] = MovPos[x][y] = 0;
3312 GfxDir[x][y] = MovDir[x][y];
3317 Feld[x][y] = EL_EXPLOSION;
3319 GfxElement[x][y] = center_element;
3321 GfxElement[x][y] = EL_UNDEFINED;
3324 ExplodePhase[x][y] = 1;
3326 ExplodeDelay[x][y] = last_phase;
3331 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3333 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3340 if (center_element == EL_YAMYAM)
3341 game.yamyam_content_nr =
3342 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3345 printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
3346 element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
3360 GfxFrame[x][y] = 0; /* restart explosion animation */
3364 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3368 last_phase = ExplodeDelay[x][y];
3371 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3375 /* activate this even in non-DEBUG version until cause for crash in
3376 getGraphicAnimationFrame() (see below) is found and eliminated */
3380 if (GfxElement[x][y] == EL_UNDEFINED)
3383 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3384 printf("Explode(): This should never happen!\n");
3387 GfxElement[x][y] = EL_EMPTY;
3393 border_element = Store2[x][y];
3395 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3396 border_element = StorePlayer[x][y];
3398 if (IS_PLAYER(x, y))
3399 border_element = StorePlayer[x][y];
3403 printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
3404 element_info[border_element].token_name, Store2[x][y]);
3408 printf("::: phase == %d\n", phase);
3411 if (phase == element_info[border_element].ignition_delay ||
3412 phase == last_phase)
3414 boolean border_explosion = FALSE;
3418 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3419 !PLAYER_EXPLOSION_PROTECTED(x, y))
3421 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3424 if (IS_PLAYER(x, y))
3427 KillHeroUnlessExplosionProtected(x, y);
3428 border_explosion = TRUE;
3431 if (phase == last_phase)
3432 printf("::: IS_PLAYER\n");
3435 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3438 printf("::: %d,%d: %d %s\n", x, y, border_element,
3439 element_info[border_element].token_name);
3442 Feld[x][y] = Store2[x][y];
3445 border_explosion = TRUE;
3448 if (phase == last_phase)
3449 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3452 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3454 AmoebeUmwandeln(x, y);
3456 border_explosion = TRUE;
3459 if (phase == last_phase)
3460 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3461 element_info[border_element].explosion_delay,
3462 element_info[border_element].ignition_delay,
3468 /* if an element just explodes due to another explosion (chain-reaction),
3469 do not immediately end the new explosion when it was the last frame of
3470 the explosion (as it would be done in the following "if"-statement!) */
3471 if (border_explosion && phase == last_phase)
3478 if (phase == first_phase_after_start)
3480 int element = Store2[x][y];
3482 if (element == EL_BLACK_ORB)
3484 Feld[x][y] = Store2[x][y];
3489 else if (phase == half_phase)
3491 int element = Store2[x][y];
3493 if (IS_PLAYER(x, y))
3494 KillHeroUnlessExplosionProtected(x, y);
3495 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3497 Feld[x][y] = Store2[x][y];
3501 else if (element == EL_AMOEBA_TO_DIAMOND)
3502 AmoebeUmwandeln(x, y);
3506 if (phase == last_phase)
3511 printf("::: done: phase == %d\n", phase);
3515 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3518 element = Feld[x][y] = Store[x][y];
3519 Store[x][y] = Store2[x][y] = 0;
3520 GfxElement[x][y] = EL_UNDEFINED;
3522 /* player can escape from explosions and might therefore be still alive */
3523 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3524 element <= EL_PLAYER_IS_EXPLODING_4)
3525 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3527 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3528 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3529 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3532 /* restore probably existing indestructible background element */
3533 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3534 element = Feld[x][y] = Back[x][y];
3537 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3538 GfxDir[x][y] = MV_NO_MOVING;
3539 ChangeDelay[x][y] = 0;
3540 ChangePage[x][y] = -1;
3543 InitField_WithBug2(x, y, FALSE);
3545 InitField(x, y, FALSE);
3547 /* !!! not needed !!! */
3549 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3550 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3553 if (CAN_MOVE(element))
3558 DrawLevelField(x, y);
3560 TestIfElementTouchesCustomElement(x, y);
3562 if (GFX_CRUMBLED(element))
3563 DrawLevelFieldCrumbledSandNeighbours(x, y);
3565 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3566 StorePlayer[x][y] = 0;
3568 if (ELEM_IS_PLAYER(element))
3569 RelocatePlayer(x, y, element);
3572 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3574 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3578 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3580 int stored = Store[x][y];
3581 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3582 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3586 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3588 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3592 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3596 printf("::: %d / %d [%d - %d]\n",
3597 GfxFrame[x][y], phase - delay, phase, delay);
3601 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3602 element_info[GfxElement[x][y]].token_name,
3607 DrawLevelFieldCrumbledSand(x, y);
3609 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3611 DrawLevelElement(x, y, Back[x][y]);
3612 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3614 else if (IS_WALKABLE_UNDER(Back[x][y]))
3616 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3617 DrawLevelElementThruMask(x, y, Back[x][y]);
3619 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3620 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3624 void DynaExplode(int ex, int ey)
3627 int dynabomb_element = Feld[ex][ey];
3628 int dynabomb_size = 1;
3629 boolean dynabomb_xl = FALSE;
3630 struct PlayerInfo *player;
3631 static int xy[4][2] =
3639 if (IS_ACTIVE_BOMB(dynabomb_element))
3641 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3642 dynabomb_size = player->dynabomb_size;
3643 dynabomb_xl = player->dynabomb_xl;
3644 player->dynabombs_left++;
3647 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3649 for (i = 0; i < NUM_DIRECTIONS; i++)
3651 for (j = 1; j <= dynabomb_size; j++)
3653 int x = ex + j * xy[i][0];
3654 int y = ey + j * xy[i][1];
3657 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3660 element = Feld[x][y];
3662 /* do not restart explosions of fields with active bombs */
3663 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3666 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3670 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3671 !IS_DIGGABLE(element) && !dynabomb_xl)
3674 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3675 !CAN_GROW_INTO(element) && !dynabomb_xl)
3679 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3680 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3681 element != EL_SAND && !dynabomb_xl)
3688 void Bang(int x, int y)
3691 int element = MovingOrBlocked2Element(x, y);
3693 int element = Feld[x][y];
3697 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3699 if (IS_PLAYER(x, y))
3702 struct PlayerInfo *player = PLAYERINFO(x, y);
3704 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3705 player->element_nr);
3710 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3712 if (game.emulation == EMU_SUPAPLEX)
3713 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3715 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3720 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3728 case EL_BD_BUTTERFLY:
3731 case EL_DARK_YAMYAM:
3735 RaiseScoreElement(element);
3736 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3738 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3739 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3740 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3741 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3742 case EL_DYNABOMB_INCREASE_NUMBER:
3743 case EL_DYNABOMB_INCREASE_SIZE:
3744 case EL_DYNABOMB_INCREASE_POWER:
3749 case EL_LAMP_ACTIVE:
3751 case EL_AMOEBA_TO_DIAMOND:
3753 if (IS_PLAYER(x, y))
3754 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3756 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3760 if (element_info[element].explosion_type == EXPLODES_CROSS)
3762 if (CAN_EXPLODE_CROSS(element))
3765 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3770 else if (element_info[element].explosion_type == EXPLODES_1X1)
3772 else if (CAN_EXPLODE_1X1(element))
3774 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3776 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3780 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3783 void SplashAcid(int x, int y)
3786 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3787 (!IN_LEV_FIELD(x - 1, y - 2) ||
3788 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3789 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3791 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3792 (!IN_LEV_FIELD(x + 1, y - 2) ||
3793 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3794 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3796 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3798 /* input: position of element entering acid (obsolete) */
3800 int element = Feld[x][y];
3802 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3805 if (element != EL_ACID_SPLASH_LEFT &&
3806 element != EL_ACID_SPLASH_RIGHT)
3808 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3810 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3811 (!IN_LEV_FIELD(x - 1, y - 1) ||
3812 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3813 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3815 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3816 (!IN_LEV_FIELD(x + 1, y - 1) ||
3817 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3818 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3823 static void InitBeltMovement()
3825 static int belt_base_element[4] =
3827 EL_CONVEYOR_BELT_1_LEFT,
3828 EL_CONVEYOR_BELT_2_LEFT,
3829 EL_CONVEYOR_BELT_3_LEFT,
3830 EL_CONVEYOR_BELT_4_LEFT
3832 static int belt_base_active_element[4] =
3834 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3835 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3836 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3837 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3842 /* set frame order for belt animation graphic according to belt direction */
3843 for (i = 0; i < NUM_BELTS; i++)
3847 for (j = 0; j < NUM_BELT_PARTS; j++)
3849 int element = belt_base_active_element[belt_nr] + j;
3850 int graphic = el2img(element);
3852 if (game.belt_dir[i] == MV_LEFT)
3853 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3855 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3859 for (y = 0; y < lev_fieldy; y++)
3861 for (x = 0; x < lev_fieldx; x++)
3863 int element = Feld[x][y];
3865 for (i = 0; i < NUM_BELTS; i++)
3867 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3869 int e_belt_nr = getBeltNrFromBeltElement(element);
3872 if (e_belt_nr == belt_nr)
3874 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3876 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3884 static void ToggleBeltSwitch(int x, int y)
3886 static int belt_base_element[4] =
3888 EL_CONVEYOR_BELT_1_LEFT,
3889 EL_CONVEYOR_BELT_2_LEFT,
3890 EL_CONVEYOR_BELT_3_LEFT,
3891 EL_CONVEYOR_BELT_4_LEFT
3893 static int belt_base_active_element[4] =
3895 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3896 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3897 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3898 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3900 static int belt_base_switch_element[4] =
3902 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3903 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3904 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3905 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3907 static int belt_move_dir[4] =
3915 int element = Feld[x][y];
3916 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3917 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3918 int belt_dir = belt_move_dir[belt_dir_nr];
3921 if (!IS_BELT_SWITCH(element))
3924 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3925 game.belt_dir[belt_nr] = belt_dir;
3927 if (belt_dir_nr == 3)
3930 /* set frame order for belt animation graphic according to belt direction */
3931 for (i = 0; i < NUM_BELT_PARTS; i++)
3933 int element = belt_base_active_element[belt_nr] + i;
3934 int graphic = el2img(element);
3936 if (belt_dir == MV_LEFT)
3937 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3939 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3942 for (yy = 0; yy < lev_fieldy; yy++)
3944 for (xx = 0; xx < lev_fieldx; xx++)
3946 int element = Feld[xx][yy];
3948 if (IS_BELT_SWITCH(element))
3950 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3952 if (e_belt_nr == belt_nr)
3954 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3955 DrawLevelField(xx, yy);
3958 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3960 int e_belt_nr = getBeltNrFromBeltElement(element);
3962 if (e_belt_nr == belt_nr)
3964 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3966 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3967 DrawLevelField(xx, yy);
3970 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3972 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3974 if (e_belt_nr == belt_nr)
3976 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3978 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3979 DrawLevelField(xx, yy);
3986 static void ToggleSwitchgateSwitch(int x, int y)
3990 game.switchgate_pos = !game.switchgate_pos;
3992 for (yy = 0; yy < lev_fieldy; yy++)
3994 for (xx = 0; xx < lev_fieldx; xx++)
3996 int element = Feld[xx][yy];
3998 if (element == EL_SWITCHGATE_SWITCH_UP ||
3999 element == EL_SWITCHGATE_SWITCH_DOWN)
4001 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4002 DrawLevelField(xx, yy);
4004 else if (element == EL_SWITCHGATE_OPEN ||
4005 element == EL_SWITCHGATE_OPENING)
4007 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
4009 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
4011 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
4014 else if (element == EL_SWITCHGATE_CLOSED ||
4015 element == EL_SWITCHGATE_CLOSING)
4017 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
4019 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
4021 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
4028 static int getInvisibleActiveFromInvisibleElement(int element)
4030 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
4031 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
4032 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
4036 static int getInvisibleFromInvisibleActiveElement(int element)
4038 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
4039 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
4040 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
4044 static void RedrawAllLightSwitchesAndInvisibleElements()
4048 for (y = 0; y < lev_fieldy; y++)
4050 for (x = 0; x < lev_fieldx; x++)
4052 int element = Feld[x][y];
4054 if (element == EL_LIGHT_SWITCH &&
4055 game.light_time_left > 0)
4057 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
4058 DrawLevelField(x, y);
4060 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
4061 game.light_time_left == 0)
4063 Feld[x][y] = EL_LIGHT_SWITCH;
4064 DrawLevelField(x, y);
4066 else if (element == EL_INVISIBLE_STEELWALL ||
4067 element == EL_INVISIBLE_WALL ||
4068 element == EL_INVISIBLE_SAND)
4070 if (game.light_time_left > 0)
4071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4073 DrawLevelField(x, y);
4075 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4076 element == EL_INVISIBLE_WALL_ACTIVE ||
4077 element == EL_INVISIBLE_SAND_ACTIVE)
4079 if (game.light_time_left == 0)
4080 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4082 DrawLevelField(x, y);
4088 static void ToggleLightSwitch(int x, int y)
4090 int element = Feld[x][y];
4092 game.light_time_left =
4093 (element == EL_LIGHT_SWITCH ?
4094 level.time_light * FRAMES_PER_SECOND : 0);
4096 RedrawAllLightSwitchesAndInvisibleElements();
4099 static void ActivateTimegateSwitch(int x, int y)
4103 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4105 for (yy = 0; yy < lev_fieldy; yy++)
4107 for (xx = 0; xx < lev_fieldx; xx++)
4109 int element = Feld[xx][yy];
4111 if (element == EL_TIMEGATE_CLOSED ||
4112 element == EL_TIMEGATE_CLOSING)
4114 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4115 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
4119 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4121 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4122 DrawLevelField(xx, yy);
4129 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4132 inline static int getElementMoveStepsize(int x, int y)
4134 int element = Feld[x][y];
4135 int direction = MovDir[x][y];
4136 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4137 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4138 int horiz_move = (dx != 0);
4139 int sign = (horiz_move ? dx : dy);
4140 int step = sign * element_info[element].move_stepsize;
4142 /* special values for move stepsize for spring and things on conveyor belt */
4146 if (element == EL_SPRING)
4147 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4148 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
4149 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4150 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4152 if (CAN_FALL(element) &&
4153 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4154 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4155 else if (element == EL_SPRING)
4156 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4163 void Impact(int x, int y)
4165 boolean lastline = (y == lev_fieldy-1);
4166 boolean object_hit = FALSE;
4167 boolean impact = (lastline || object_hit);
4168 int element = Feld[x][y];
4169 int smashed = EL_STEELWALL;
4171 if (!lastline) /* check if element below was hit */
4173 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4176 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4177 MovDir[x][y + 1] != MV_DOWN ||
4178 MovPos[x][y + 1] <= TILEY / 2));
4181 object_hit = !IS_FREE(x, y + 1);
4184 /* do not smash moving elements that left the smashed field in time */
4185 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4186 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4190 smashed = MovingOrBlocked2Element(x, y + 1);
4192 impact = (lastline || object_hit);
4195 if (!lastline && smashed == EL_ACID) /* element falls into acid */
4197 SplashAcid(x, y + 1);
4201 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4202 /* only reset graphic animation if graphic really changes after impact */
4204 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4206 ResetGfxAnimation(x, y);
4207 DrawLevelField(x, y);
4210 if (impact && CAN_EXPLODE_IMPACT(element))
4215 else if (impact && element == EL_PEARL)
4217 ResetGfxAnimation(x, y);
4219 Feld[x][y] = EL_PEARL_BREAKING;
4220 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4223 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4225 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4230 if (impact && element == EL_AMOEBA_DROP)
4232 if (object_hit && IS_PLAYER(x, y + 1))
4233 KillHeroUnlessEnemyProtected(x, y + 1);
4234 else if (object_hit && smashed == EL_PENGUIN)
4238 Feld[x][y] = EL_AMOEBA_GROWING;
4239 Store[x][y] = EL_AMOEBA_WET;
4241 ResetRandomAnimationValue(x, y);
4246 if (object_hit) /* check which object was hit */
4248 if (CAN_PASS_MAGIC_WALL(element) &&
4249 (smashed == EL_MAGIC_WALL ||
4250 smashed == EL_BD_MAGIC_WALL))
4253 int activated_magic_wall =
4254 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4255 EL_BD_MAGIC_WALL_ACTIVE);
4257 /* activate magic wall / mill */
4258 for (yy = 0; yy < lev_fieldy; yy++)
4259 for (xx = 0; xx < lev_fieldx; xx++)
4260 if (Feld[xx][yy] == smashed)
4261 Feld[xx][yy] = activated_magic_wall;
4263 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4264 game.magic_wall_active = TRUE;
4266 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4267 SND_MAGIC_WALL_ACTIVATING :
4268 SND_BD_MAGIC_WALL_ACTIVATING));
4271 if (IS_PLAYER(x, y + 1))
4273 if (CAN_SMASH_PLAYER(element))
4275 KillHeroUnlessEnemyProtected(x, y + 1);
4279 else if (smashed == EL_PENGUIN)
4281 if (CAN_SMASH_PLAYER(element))
4287 else if (element == EL_BD_DIAMOND)
4289 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4295 else if (((element == EL_SP_INFOTRON ||
4296 element == EL_SP_ZONK) &&
4297 (smashed == EL_SP_SNIKSNAK ||
4298 smashed == EL_SP_ELECTRON ||
4299 smashed == EL_SP_DISK_ORANGE)) ||
4300 (element == EL_SP_INFOTRON &&
4301 smashed == EL_SP_DISK_YELLOW))
4307 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4313 else if (CAN_SMASH_EVERYTHING(element))
4315 if (IS_CLASSIC_ENEMY(smashed) ||
4316 CAN_EXPLODE_SMASHED(smashed))
4321 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4323 if (smashed == EL_LAMP ||
4324 smashed == EL_LAMP_ACTIVE)
4329 else if (smashed == EL_NUT)
4331 Feld[x][y + 1] = EL_NUT_BREAKING;
4332 PlayLevelSound(x, y, SND_NUT_BREAKING);
4333 RaiseScoreElement(EL_NUT);
4336 else if (smashed == EL_PEARL)
4338 ResetGfxAnimation(x, y);
4340 Feld[x][y + 1] = EL_PEARL_BREAKING;
4341 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4344 else if (smashed == EL_DIAMOND)
4346 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4347 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4350 else if (IS_BELT_SWITCH(smashed))
4352 ToggleBeltSwitch(x, y + 1);
4354 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4355 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4357 ToggleSwitchgateSwitch(x, y + 1);
4359 else if (smashed == EL_LIGHT_SWITCH ||
4360 smashed == EL_LIGHT_SWITCH_ACTIVE)
4362 ToggleLightSwitch(x, y + 1);
4367 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4370 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4373 /* !!! TEST ONLY !!! */
4374 CheckElementChangeBySide(x, y + 1, smashed, element,
4375 CE_SWITCHED, CH_SIDE_TOP);
4376 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4377 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4379 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4380 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4381 CheckElementChangeBySide(x, y + 1, smashed, element,
4382 CE_SWITCHED, CH_SIDE_TOP);
4388 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4393 /* play sound of magic wall / mill */
4395 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4396 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4398 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4399 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4400 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4401 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4406 /* play sound of object that hits the ground */
4407 if (lastline || object_hit)
4408 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4411 inline static void TurnRoundExt(int x, int y)
4423 { 0, 0 }, { 0, 0 }, { 0, 0 },
4428 int left, right, back;
4432 { MV_DOWN, MV_UP, MV_RIGHT },
4433 { MV_UP, MV_DOWN, MV_LEFT },
4435 { MV_LEFT, MV_RIGHT, MV_DOWN },
4439 { MV_RIGHT, MV_LEFT, MV_UP }
4442 int element = Feld[x][y];
4443 int move_pattern = element_info[element].move_pattern;
4445 int old_move_dir = MovDir[x][y];
4446 int left_dir = turn[old_move_dir].left;
4447 int right_dir = turn[old_move_dir].right;
4448 int back_dir = turn[old_move_dir].back;
4450 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4451 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4452 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4453 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4455 int left_x = x + left_dx, left_y = y + left_dy;
4456 int right_x = x + right_dx, right_y = y + right_dy;
4457 int move_x = x + move_dx, move_y = y + move_dy;
4461 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4463 TestIfBadThingTouchesOtherBadThing(x, y);
4465 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4466 MovDir[x][y] = right_dir;
4467 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4468 MovDir[x][y] = left_dir;
4470 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4472 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4476 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4477 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4479 TestIfBadThingTouchesOtherBadThing(x, y);
4481 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4482 MovDir[x][y] = left_dir;
4483 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4484 MovDir[x][y] = right_dir;
4486 if ((element == EL_SPACESHIP ||
4487 element == EL_SP_SNIKSNAK ||
4488 element == EL_SP_ELECTRON)
4489 && MovDir[x][y] != old_move_dir)
4491 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4495 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4497 TestIfBadThingTouchesOtherBadThing(x, y);
4499 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4500 MovDir[x][y] = left_dir;
4501 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4502 MovDir[x][y] = right_dir;
4504 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4506 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4509 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4511 TestIfBadThingTouchesOtherBadThing(x, y);
4513 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4514 MovDir[x][y] = left_dir;
4515 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4516 MovDir[x][y] = right_dir;
4518 if (MovDir[x][y] != old_move_dir)
4522 else if (element == EL_YAMYAM)
4524 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4525 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4527 if (can_turn_left && can_turn_right)
4528 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4529 else if (can_turn_left)
4530 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4531 else if (can_turn_right)
4532 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4534 MovDir[x][y] = back_dir;
4536 MovDelay[x][y] = 16 + 16 * RND(3);
4538 else if (element == EL_DARK_YAMYAM)
4540 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4542 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4545 if (can_turn_left && can_turn_right)
4546 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4547 else if (can_turn_left)
4548 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4549 else if (can_turn_right)
4550 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4552 MovDir[x][y] = back_dir;
4554 MovDelay[x][y] = 16 + 16 * RND(3);
4556 else if (element == EL_PACMAN)
4558 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4559 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4561 if (can_turn_left && can_turn_right)
4562 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4563 else if (can_turn_left)
4564 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4565 else if (can_turn_right)
4566 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4568 MovDir[x][y] = back_dir;
4570 MovDelay[x][y] = 6 + RND(40);
4572 else if (element == EL_PIG)
4574 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4575 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4576 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4577 boolean should_turn_left, should_turn_right, should_move_on;
4579 int rnd = RND(rnd_value);
4581 should_turn_left = (can_turn_left &&
4583 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4584 y + back_dy + left_dy)));
4585 should_turn_right = (can_turn_right &&
4587 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4588 y + back_dy + right_dy)));
4589 should_move_on = (can_move_on &&
4592 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4593 y + move_dy + left_dy) ||
4594 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4595 y + move_dy + right_dy)));
4597 if (should_turn_left || should_turn_right || should_move_on)
4599 if (should_turn_left && should_turn_right && should_move_on)
4600 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4601 rnd < 2 * rnd_value / 3 ? right_dir :
4603 else if (should_turn_left && should_turn_right)
4604 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4605 else if (should_turn_left && should_move_on)
4606 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4607 else if (should_turn_right && should_move_on)
4608 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4609 else if (should_turn_left)
4610 MovDir[x][y] = left_dir;
4611 else if (should_turn_right)
4612 MovDir[x][y] = right_dir;
4613 else if (should_move_on)
4614 MovDir[x][y] = old_move_dir;
4616 else if (can_move_on && rnd > rnd_value / 8)
4617 MovDir[x][y] = old_move_dir;
4618 else if (can_turn_left && can_turn_right)
4619 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4620 else if (can_turn_left && rnd > rnd_value / 8)
4621 MovDir[x][y] = left_dir;
4622 else if (can_turn_right && rnd > rnd_value/8)
4623 MovDir[x][y] = right_dir;
4625 MovDir[x][y] = back_dir;
4627 xx = x + move_xy[MovDir[x][y]].x;
4628 yy = y + move_xy[MovDir[x][y]].y;
4630 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4631 MovDir[x][y] = old_move_dir;
4635 else if (element == EL_DRAGON)
4637 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4638 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4639 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4641 int rnd = RND(rnd_value);
4644 if (FrameCounter < 1 && x == 0 && y == 29)
4645 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4648 if (can_move_on && rnd > rnd_value / 8)
4649 MovDir[x][y] = old_move_dir;
4650 else if (can_turn_left && can_turn_right)
4651 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4652 else if (can_turn_left && rnd > rnd_value / 8)
4653 MovDir[x][y] = left_dir;
4654 else if (can_turn_right && rnd > rnd_value / 8)
4655 MovDir[x][y] = right_dir;
4657 MovDir[x][y] = back_dir;
4659 xx = x + move_xy[MovDir[x][y]].x;
4660 yy = y + move_xy[MovDir[x][y]].y;
4663 if (FrameCounter < 1 && x == 0 && y == 29)
4664 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4665 xx, yy, Feld[xx][yy],
4670 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4671 MovDir[x][y] = old_move_dir;
4673 if (!IS_FREE(xx, yy))
4674 MovDir[x][y] = old_move_dir;
4678 if (FrameCounter < 1 && x == 0 && y == 29)
4679 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4684 else if (element == EL_MOLE)
4686 boolean can_move_on =
4687 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4688 IS_AMOEBOID(Feld[move_x][move_y]) ||
4689 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4692 boolean can_turn_left =
4693 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4694 IS_AMOEBOID(Feld[left_x][left_y])));
4696 boolean can_turn_right =
4697 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4698 IS_AMOEBOID(Feld[right_x][right_y])));
4700 if (can_turn_left && can_turn_right)
4701 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4702 else if (can_turn_left)
4703 MovDir[x][y] = left_dir;
4705 MovDir[x][y] = right_dir;
4708 if (MovDir[x][y] != old_move_dir)
4711 else if (element == EL_BALLOON)
4713 MovDir[x][y] = game.balloon_dir;
4716 else if (element == EL_SPRING)
4719 if (MovDir[x][y] & MV_HORIZONTAL &&
4720 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4721 MovDir[x][y] = MV_NO_MOVING;
4723 if (MovDir[x][y] & MV_HORIZONTAL &&
4724 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4725 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4726 MovDir[x][y] = MV_NO_MOVING;
4731 else if (element == EL_ROBOT ||
4732 element == EL_SATELLITE ||
4733 element == EL_PENGUIN)
4735 int attr_x = -1, attr_y = -1;
4746 for (i = 0; i < MAX_PLAYERS; i++)
4748 struct PlayerInfo *player = &stored_player[i];
4749 int jx = player->jx, jy = player->jy;
4751 if (!player->active)
4755 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4764 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4765 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4766 game.engine_version < VERSION_IDENT(3,1,0,0)))
4768 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4775 if (element == EL_PENGUIN)
4778 static int xy[4][2] =
4786 for (i = 0; i < NUM_DIRECTIONS; i++)
4788 int ex = x + xy[i][0];
4789 int ey = y + xy[i][1];
4791 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4800 MovDir[x][y] = MV_NO_MOVING;
4802 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4803 else if (attr_x > x)
4804 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4806 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4807 else if (attr_y > y)
4808 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4810 if (element == EL_ROBOT)
4814 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4815 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4816 Moving2Blocked(x, y, &newx, &newy);
4818 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4819 MovDelay[x][y] = 8 + 8 * !RND(3);
4821 MovDelay[x][y] = 16;
4823 else if (element == EL_PENGUIN)
4829 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4831 boolean first_horiz = RND(2);
4832 int new_move_dir = MovDir[x][y];
4835 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4836 Moving2Blocked(x, y, &newx, &newy);
4838 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4842 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4843 Moving2Blocked(x, y, &newx, &newy);
4845 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4848 MovDir[x][y] = old_move_dir;
4852 else /* (element == EL_SATELLITE) */
4858 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4860 boolean first_horiz = RND(2);
4861 int new_move_dir = MovDir[x][y];
4864 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4865 Moving2Blocked(x, y, &newx, &newy);
4867 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4871 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4872 Moving2Blocked(x, y, &newx, &newy);
4874 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4877 MovDir[x][y] = old_move_dir;
4882 else if (move_pattern == MV_TURNING_LEFT ||
4883 move_pattern == MV_TURNING_RIGHT ||
4884 move_pattern == MV_TURNING_LEFT_RIGHT ||
4885 move_pattern == MV_TURNING_RIGHT_LEFT ||
4886 move_pattern == MV_TURNING_RANDOM ||
4887 move_pattern == MV_ALL_DIRECTIONS)
4889 boolean can_turn_left =
4890 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4891 boolean can_turn_right =
4892 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4894 if (move_pattern == MV_TURNING_LEFT)
4895 MovDir[x][y] = left_dir;
4896 else if (move_pattern == MV_TURNING_RIGHT)
4897 MovDir[x][y] = right_dir;
4898 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4899 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4900 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4901 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4902 else if (move_pattern == MV_TURNING_RANDOM)
4903 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4904 can_turn_right && !can_turn_left ? right_dir :
4905 RND(2) ? left_dir : right_dir);
4906 else if (can_turn_left && can_turn_right)
4907 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4908 else if (can_turn_left)
4909 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4910 else if (can_turn_right)
4911 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4913 MovDir[x][y] = back_dir;
4915 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4917 else if (move_pattern == MV_HORIZONTAL ||
4918 move_pattern == MV_VERTICAL)
4920 if (move_pattern & old_move_dir)
4921 MovDir[x][y] = back_dir;
4922 else if (move_pattern == MV_HORIZONTAL)
4923 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4924 else if (move_pattern == MV_VERTICAL)
4925 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4927 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4929 else if (move_pattern & MV_ANY_DIRECTION)
4931 MovDir[x][y] = move_pattern;
4932 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4934 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4936 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4937 MovDir[x][y] = left_dir;
4938 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4939 MovDir[x][y] = right_dir;
4941 if (MovDir[x][y] != old_move_dir)
4942 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4944 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4946 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4947 MovDir[x][y] = right_dir;
4948 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4949 MovDir[x][y] = left_dir;
4951 if (MovDir[x][y] != old_move_dir)
4952 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4954 else if (move_pattern == MV_TOWARDS_PLAYER ||
4955 move_pattern == MV_AWAY_FROM_PLAYER)
4957 int attr_x = -1, attr_y = -1;
4959 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4970 for (i = 0; i < MAX_PLAYERS; i++)
4972 struct PlayerInfo *player = &stored_player[i];
4973 int jx = player->jx, jy = player->jy;
4975 if (!player->active)
4979 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4987 MovDir[x][y] = MV_NO_MOVING;
4989 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4990 else if (attr_x > x)
4991 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4993 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4994 else if (attr_y > y)
4995 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4997 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4999 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5001 boolean first_horiz = RND(2);
5002 int new_move_dir = MovDir[x][y];
5005 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5006 Moving2Blocked(x, y, &newx, &newy);
5008 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5012 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5013 Moving2Blocked(x, y, &newx, &newy);
5015 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5018 MovDir[x][y] = old_move_dir;
5021 else if (move_pattern == MV_WHEN_PUSHED ||
5022 move_pattern == MV_WHEN_DROPPED)
5024 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5025 MovDir[x][y] = MV_NO_MOVING;
5029 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
5031 static int test_xy[7][2] =
5041 static int test_dir[7] =
5051 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
5052 int move_preference = -1000000; /* start with very low preference */
5053 int new_move_dir = MV_NO_MOVING;
5054 int start_test = RND(4);
5057 for (i = 0; i < NUM_DIRECTIONS; i++)
5059 int move_dir = test_dir[start_test + i];
5060 int move_dir_preference;
5062 xx = x + test_xy[start_test + i][0];
5063 yy = y + test_xy[start_test + i][1];
5065 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
5066 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
5068 new_move_dir = move_dir;
5073 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5076 move_dir_preference = -1 * RunnerVisit[xx][yy];
5077 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5078 move_dir_preference = PlayerVisit[xx][yy];
5080 if (move_dir_preference > move_preference)
5082 /* prefer field that has not been visited for the longest time */
5083 move_preference = move_dir_preference;
5084 new_move_dir = move_dir;
5086 else if (move_dir_preference == move_preference &&
5087 move_dir == old_move_dir)
5089 /* prefer last direction when all directions are preferred equally */
5090 move_preference = move_dir_preference;
5091 new_move_dir = move_dir;
5095 MovDir[x][y] = new_move_dir;
5096 if (old_move_dir != new_move_dir)
5101 static void TurnRound(int x, int y)
5103 int direction = MovDir[x][y];
5106 GfxDir[x][y] = MovDir[x][y];
5112 GfxDir[x][y] = MovDir[x][y];
5115 if (direction != MovDir[x][y])
5120 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
5123 GfxAction[x][y] = ACTION_WAITING;
5127 static boolean JustBeingPushed(int x, int y)
5131 for (i = 0; i < MAX_PLAYERS; i++)
5133 struct PlayerInfo *player = &stored_player[i];
5135 if (player->active && player->is_pushing && player->MovPos)
5137 int next_jx = player->jx + (player->jx - player->last_jx);
5138 int next_jy = player->jy + (player->jy - player->last_jy);
5140 if (x == next_jx && y == next_jy)
5148 void StartMoving(int x, int y)
5151 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
5153 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5154 int element = Feld[x][y];
5160 if (MovDelay[x][y] == 0)
5161 GfxAction[x][y] = ACTION_DEFAULT;
5163 /* !!! this should be handled more generic (not only for mole) !!! */
5164 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
5165 GfxAction[x][y] = ACTION_DEFAULT;
5168 if (CAN_FALL(element) && y < lev_fieldy - 1)
5170 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5171 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5172 if (JustBeingPushed(x, y))
5175 if (element == EL_QUICKSAND_FULL)
5177 if (IS_FREE(x, y + 1))
5179 InitMovingField(x, y, MV_DOWN);
5180 started_moving = TRUE;
5182 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5183 Store[x][y] = EL_ROCK;
5185 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5187 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
5190 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5192 if (!MovDelay[x][y])
5193 MovDelay[x][y] = TILEY + 1;
5202 Feld[x][y] = EL_QUICKSAND_EMPTY;
5203 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5204 Store[x][y + 1] = Store[x][y];
5207 PlayLevelSoundAction(x, y, ACTION_FILLING);
5209 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5213 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5214 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5216 InitMovingField(x, y, MV_DOWN);
5217 started_moving = TRUE;
5219 Feld[x][y] = EL_QUICKSAND_FILLING;
5220 Store[x][y] = element;
5222 PlayLevelSoundAction(x, y, ACTION_FILLING);
5224 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5227 else if (element == EL_MAGIC_WALL_FULL)
5229 if (IS_FREE(x, y + 1))
5231 InitMovingField(x, y, MV_DOWN);
5232 started_moving = TRUE;
5234 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5235 Store[x][y] = EL_CHANGED(Store[x][y]);
5237 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5239 if (!MovDelay[x][y])
5240 MovDelay[x][y] = TILEY/4 + 1;
5249 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
5250 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
5251 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
5255 else if (element == EL_BD_MAGIC_WALL_FULL)
5257 if (IS_FREE(x, y + 1))
5259 InitMovingField(x, y, MV_DOWN);
5260 started_moving = TRUE;
5262 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
5263 Store[x][y] = EL_CHANGED2(Store[x][y]);
5265 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5267 if (!MovDelay[x][y])
5268 MovDelay[x][y] = TILEY/4 + 1;
5277 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
5278 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
5279 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
5283 else if (CAN_PASS_MAGIC_WALL(element) &&
5284 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5285 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
5287 InitMovingField(x, y, MV_DOWN);
5288 started_moving = TRUE;
5291 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
5292 EL_BD_MAGIC_WALL_FILLING);
5293 Store[x][y] = element;
5296 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
5298 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
5301 SplashAcid(x, y + 1);
5303 InitMovingField(x, y, MV_DOWN);
5304 started_moving = TRUE;
5306 Store[x][y] = EL_ACID;
5308 /* !!! TEST !!! better use "_FALLING" etc. !!! */
5309 GfxAction[x][y + 1] = ACTION_ACTIVE;
5313 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5314 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
5316 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5317 CAN_SMASH(element) && WasJustFalling[x][y] &&
5318 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5320 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5321 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5322 (Feld[x][y + 1] == EL_BLOCKED)))
5326 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5327 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5328 WasJustMoving[x][y] && !Pushed[x][y + 1])
5330 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5331 WasJustMoving[x][y])
5336 /* this is needed for a special case not covered by calling "Impact()"
5337 from "ContinueMoving()": if an element moves to a tile directly below
5338 another element which was just falling on that tile (which was empty
5339 in the previous frame), the falling element above would just stop
5340 instead of smashing the element below (in previous version, the above
5341 element was just checked for "moving" instead of "falling", resulting
5342 in incorrect smashes caused by horizontal movement of the above
5343 element; also, the case of the player being the element to smash was
5344 simply not covered here... :-/ ) */
5347 WasJustMoving[x][y] = 0;
5348 WasJustFalling[x][y] = 0;
5351 CheckCollision[x][y] = 0;
5354 if (IS_PLAYER(x, y + 1))
5355 printf("::: we ARE now killing the player [%d]\n", FrameCounter);
5360 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5362 if (MovDir[x][y] == MV_NO_MOVING)
5364 InitMovingField(x, y, MV_DOWN);
5365 started_moving = TRUE;
5368 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5370 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5371 MovDir[x][y] = MV_DOWN;
5373 InitMovingField(x, y, MV_DOWN);
5374 started_moving = TRUE;
5376 else if (element == EL_AMOEBA_DROP)
5378 Feld[x][y] = EL_AMOEBA_GROWING;
5379 Store[x][y] = EL_AMOEBA_WET;
5381 /* Store[x][y + 1] must be zero, because:
5382 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5385 #if OLD_GAME_BEHAVIOUR
5386 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5388 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5389 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5390 element != EL_DX_SUPABOMB)
5393 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5394 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5395 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5396 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5399 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5400 (IS_FREE(x - 1, y + 1) ||
5401 Feld[x - 1][y + 1] == EL_ACID));
5402 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5403 (IS_FREE(x + 1, y + 1) ||
5404 Feld[x + 1][y + 1] == EL_ACID));
5405 boolean can_fall_any = (can_fall_left || can_fall_right);
5406 boolean can_fall_both = (can_fall_left && can_fall_right);
5408 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5410 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5412 if (slippery_type == SLIPPERY_ONLY_LEFT)
5413 can_fall_right = FALSE;
5414 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5415 can_fall_left = FALSE;
5416 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5417 can_fall_right = FALSE;
5418 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5419 can_fall_left = FALSE;
5421 can_fall_any = (can_fall_left || can_fall_right);
5422 can_fall_both = (can_fall_left && can_fall_right);
5427 if (can_fall_both &&
5428 (game.emulation != EMU_BOULDERDASH &&
5429 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5430 can_fall_left = !(can_fall_right = RND(2));
5432 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5433 started_moving = TRUE;
5437 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5439 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5442 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5443 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5444 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5445 int belt_dir = game.belt_dir[belt_nr];
5447 if ((belt_dir == MV_LEFT && left_is_free) ||
5448 (belt_dir == MV_RIGHT && right_is_free))
5451 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5454 InitMovingField(x, y, belt_dir);
5455 started_moving = TRUE;
5458 Pushed[x][y] = TRUE;
5459 Pushed[nextx][y] = TRUE;
5462 GfxAction[x][y] = ACTION_DEFAULT;
5466 MovDir[x][y] = 0; /* if element was moving, stop it */
5471 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5473 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
5475 if (CAN_MOVE(element) && !started_moving)
5478 int move_pattern = element_info[element].move_pattern;
5483 if (MovDir[x][y] == MV_NO_MOVING)
5485 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
5486 x, y, element, element_info[element].token_name);
5487 printf("StartMoving(): This should never happen!\n");
5492 Moving2Blocked(x, y, &newx, &newy);
5495 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5498 if ((element == EL_SATELLITE ||
5499 element == EL_BALLOON ||
5500 element == EL_SPRING)
5501 && JustBeingPushed(x, y))
5508 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5509 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5511 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5512 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5513 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5517 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5518 element, element_info[element].token_name,
5519 WasJustMoving[x][y],
5520 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5521 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5522 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5523 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5527 WasJustMoving[x][y] = 0;
5530 CheckCollision[x][y] = 0;
5532 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5535 if (Feld[x][y] != element) /* element has changed */
5537 element = Feld[x][y];
5538 move_pattern = element_info[element].move_pattern;
5540 if (!CAN_MOVE(element))
5544 if (Feld[x][y] != element) /* element has changed */
5552 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5553 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5555 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5557 Moving2Blocked(x, y, &newx, &newy);
5558 if (Feld[newx][newy] == EL_BLOCKED)
5559 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5565 if (FrameCounter < 1 && x == 0 && y == 29)
5566 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5569 if (!MovDelay[x][y]) /* start new movement phase */
5571 /* all objects that can change their move direction after each step
5572 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5574 if (element != EL_YAMYAM &&
5575 element != EL_DARK_YAMYAM &&
5576 element != EL_PACMAN &&
5577 !(move_pattern & MV_ANY_DIRECTION) &&
5578 move_pattern != MV_TURNING_LEFT &&
5579 move_pattern != MV_TURNING_RIGHT &&
5580 move_pattern != MV_TURNING_LEFT_RIGHT &&
5581 move_pattern != MV_TURNING_RIGHT_LEFT &&
5582 move_pattern != MV_TURNING_RANDOM)
5587 if (FrameCounter < 1 && x == 0 && y == 29)
5588 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5591 if (MovDelay[x][y] && (element == EL_BUG ||
5592 element == EL_SPACESHIP ||
5593 element == EL_SP_SNIKSNAK ||
5594 element == EL_SP_ELECTRON ||
5595 element == EL_MOLE))
5596 DrawLevelField(x, y);
5600 if (MovDelay[x][y]) /* wait some time before next movement */
5605 if (element == EL_YAMYAM)
5608 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5609 DrawLevelElementAnimation(x, y, element);
5613 if (MovDelay[x][y]) /* element still has to wait some time */
5616 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5617 ResetGfxAnimation(x, y);
5621 if (GfxAction[x][y] != ACTION_WAITING)
5622 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5624 GfxAction[x][y] = ACTION_WAITING;
5628 if (element == EL_ROBOT ||
5630 element == EL_PACMAN ||
5632 element == EL_YAMYAM ||
5633 element == EL_DARK_YAMYAM)
5636 DrawLevelElementAnimation(x, y, element);
5638 DrawLevelElementAnimationIfNeeded(x, y, element);
5640 PlayLevelSoundAction(x, y, ACTION_WAITING);
5642 else if (element == EL_SP_ELECTRON)
5643 DrawLevelElementAnimationIfNeeded(x, y, element);
5644 else if (element == EL_DRAGON)
5647 int dir = MovDir[x][y];
5648 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5649 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5650 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5651 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5652 dir == MV_UP ? IMG_FLAMES_1_UP :
5653 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5654 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5657 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5660 GfxAction[x][y] = ACTION_ATTACKING;
5662 if (IS_PLAYER(x, y))
5663 DrawPlayerField(x, y);
5665 DrawLevelField(x, y);
5667 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5669 for (i = 1; i <= 3; i++)
5671 int xx = x + i * dx;
5672 int yy = y + i * dy;
5673 int sx = SCREENX(xx);
5674 int sy = SCREENY(yy);
5675 int flame_graphic = graphic + (i - 1);
5677 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5682 int flamed = MovingOrBlocked2Element(xx, yy);
5686 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5688 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5689 RemoveMovingField(xx, yy);
5691 RemoveField(xx, yy);
5693 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5696 RemoveMovingField(xx, yy);
5700 if (ChangeDelay[xx][yy])
5701 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
5702 Feld[xx][yy] == EL_BLOCKED));
5706 ChangeDelay[xx][yy] = 0;
5708 Feld[xx][yy] = EL_FLAMES;
5709 if (IN_SCR_FIELD(sx, sy))
5711 DrawLevelFieldCrumbledSand(xx, yy);
5712 DrawGraphic(sx, sy, flame_graphic, frame);
5717 if (Feld[xx][yy] == EL_FLAMES)
5718 Feld[xx][yy] = EL_EMPTY;
5719 DrawLevelField(xx, yy);
5724 if (MovDelay[x][y]) /* element still has to wait some time */
5726 PlayLevelSoundAction(x, y, ACTION_WAITING);
5732 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5733 for all other elements GfxAction will be set by InitMovingField() */
5734 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5735 GfxAction[x][y] = ACTION_MOVING;
5739 /* now make next step */
5741 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5743 if (DONT_COLLIDE_WITH(element) &&
5744 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5745 !PLAYER_ENEMY_PROTECTED(newx, newy))
5748 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5752 /* player killed by element which is deadly when colliding with */
5754 KillHero(PLAYERINFO(newx, newy));
5761 else if (CAN_MOVE_INTO_ACID(element) &&
5762 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5763 (MovDir[x][y] == MV_DOWN ||
5764 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5766 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5767 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5771 else if ((element == EL_PENGUIN ||
5772 element == EL_ROBOT ||
5773 element == EL_SATELLITE ||
5774 element == EL_BALLOON ||
5775 IS_CUSTOM_ELEMENT(element)) &&
5776 IN_LEV_FIELD(newx, newy) &&
5777 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5780 SplashAcid(newx, newy);
5781 Store[x][y] = EL_ACID;
5783 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5785 if (Feld[newx][newy] == EL_EXIT_OPEN)
5789 DrawLevelField(x, y);
5791 Feld[x][y] = EL_EMPTY;
5792 DrawLevelField(x, y);
5795 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5796 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5797 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5799 local_player->friends_still_needed--;
5800 if (!local_player->friends_still_needed &&
5801 !local_player->GameOver && AllPlayersGone)
5802 local_player->LevelSolved = local_player->GameOver = TRUE;
5806 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5808 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5809 DrawLevelField(newx, newy);
5811 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5813 else if (!IS_FREE(newx, newy))
5815 GfxAction[x][y] = ACTION_WAITING;
5817 if (IS_PLAYER(x, y))
5818 DrawPlayerField(x, y);
5820 DrawLevelField(x, y);
5825 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5827 if (IS_FOOD_PIG(Feld[newx][newy]))
5829 if (IS_MOVING(newx, newy))
5830 RemoveMovingField(newx, newy);
5833 Feld[newx][newy] = EL_EMPTY;
5834 DrawLevelField(newx, newy);
5837 PlayLevelSound(x, y, SND_PIG_DIGGING);
5839 else if (!IS_FREE(newx, newy))
5841 if (IS_PLAYER(x, y))
5842 DrawPlayerField(x, y);
5844 DrawLevelField(x, y);
5853 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5856 else if (IS_CUSTOM_ELEMENT(element) &&
5857 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5861 !IS_FREE(newx, newy)
5866 int new_element = Feld[newx][newy];
5869 printf("::: '%s' digs '%s' [%d]\n",
5870 element_info[element].token_name,
5871 element_info[Feld[newx][newy]].token_name,
5872 StorePlayer[newx][newy]);
5875 if (!IS_FREE(newx, newy))
5877 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5878 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5881 /* no element can dig solid indestructible elements */
5882 if (IS_INDESTRUCTIBLE(new_element) &&
5883 !IS_DIGGABLE(new_element) &&
5884 !IS_COLLECTIBLE(new_element))
5887 if (AmoebaNr[newx][newy] &&
5888 (new_element == EL_AMOEBA_FULL ||
5889 new_element == EL_BD_AMOEBA ||
5890 new_element == EL_AMOEBA_GROWING))
5892 AmoebaCnt[AmoebaNr[newx][newy]]--;
5893 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5896 if (IS_MOVING(newx, newy))
5897 RemoveMovingField(newx, newy);
5900 RemoveField(newx, newy);
5901 DrawLevelField(newx, newy);
5904 /* if digged element was about to explode, prevent the explosion */
5905 ExplodeField[newx][newy] = EX_TYPE_NONE;
5907 PlayLevelSoundAction(x, y, action);
5912 Store[newx][newy] = EL_EMPTY;
5913 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5914 Store[newx][newy] = element_info[element].move_leave_element;
5916 Store[newx][newy] = EL_EMPTY;
5917 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
5918 element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
5919 Store[newx][newy] = element_info[element].move_leave_element;
5922 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5923 element_info[element].can_leave_element = TRUE;
5926 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5928 RunnerVisit[x][y] = FrameCounter;
5929 PlayerVisit[x][y] /= 8; /* expire player visit path */
5935 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5937 if (!IS_FREE(newx, newy))
5939 if (IS_PLAYER(x, y))
5940 DrawPlayerField(x, y);
5942 DrawLevelField(x, y);
5948 boolean wanna_flame = !RND(10);
5949 int dx = newx - x, dy = newy - y;
5950 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5951 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5952 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5953 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5954 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5955 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5958 IS_CLASSIC_ENEMY(element1) ||
5959 IS_CLASSIC_ENEMY(element2)) &&
5960 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5961 element1 != EL_FLAMES && element2 != EL_FLAMES)
5964 ResetGfxAnimation(x, y);
5965 GfxAction[x][y] = ACTION_ATTACKING;
5968 if (IS_PLAYER(x, y))
5969 DrawPlayerField(x, y);
5971 DrawLevelField(x, y);
5973 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5975 MovDelay[x][y] = 50;
5979 RemoveField(newx, newy);
5981 Feld[newx][newy] = EL_FLAMES;
5982 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5985 RemoveField(newx1, newy1);
5987 Feld[newx1][newy1] = EL_FLAMES;
5989 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5992 RemoveField(newx2, newy2);
5994 Feld[newx2][newy2] = EL_FLAMES;
6001 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6002 Feld[newx][newy] == EL_DIAMOND)
6004 if (IS_MOVING(newx, newy))
6005 RemoveMovingField(newx, newy);
6008 Feld[newx][newy] = EL_EMPTY;
6009 DrawLevelField(newx, newy);
6012 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
6014 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6015 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
6017 if (AmoebaNr[newx][newy])
6019 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6020 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6021 Feld[newx][newy] == EL_BD_AMOEBA)
6022 AmoebaCnt[AmoebaNr[newx][newy]]--;
6027 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
6029 if (IS_MOVING(newx, newy))
6032 RemoveMovingField(newx, newy);
6036 Feld[newx][newy] = EL_EMPTY;
6037 DrawLevelField(newx, newy);
6040 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
6042 else if ((element == EL_PACMAN || element == EL_MOLE)
6043 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
6045 if (AmoebaNr[newx][newy])
6047 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6048 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6049 Feld[newx][newy] == EL_BD_AMOEBA)
6050 AmoebaCnt[AmoebaNr[newx][newy]]--;
6053 if (element == EL_MOLE)
6055 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
6056 PlayLevelSound(x, y, SND_MOLE_DIGGING);
6058 ResetGfxAnimation(x, y);
6059 GfxAction[x][y] = ACTION_DIGGING;
6060 DrawLevelField(x, y);
6062 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
6064 return; /* wait for shrinking amoeba */
6066 else /* element == EL_PACMAN */
6068 Feld[newx][newy] = EL_EMPTY;
6069 DrawLevelField(newx, newy);
6070 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
6073 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
6074 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
6075 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
6077 /* wait for shrinking amoeba to completely disappear */
6080 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6082 /* object was running against a wall */
6087 if (move_pattern & MV_ANY_DIRECTION &&
6088 move_pattern == MovDir[x][y])
6090 int blocking_element =
6091 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6094 printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
6095 element_info[element].token_name,
6096 element_info[blocking_element].token_name,
6100 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6103 element = Feld[x][y]; /* element might have changed */
6108 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6109 DrawLevelElementAnimation(x, y, element);
6111 if (element == EL_BUG ||
6112 element == EL_SPACESHIP ||
6113 element == EL_SP_SNIKSNAK)
6114 DrawLevelField(x, y);
6115 else if (element == EL_MOLE)
6116 DrawLevelField(x, y);
6117 else if (element == EL_BD_BUTTERFLY ||
6118 element == EL_BD_FIREFLY)
6119 DrawLevelElementAnimationIfNeeded(x, y, element);
6120 else if (element == EL_SATELLITE)
6121 DrawLevelElementAnimationIfNeeded(x, y, element);
6122 else if (element == EL_SP_ELECTRON)
6123 DrawLevelElementAnimationIfNeeded(x, y, element);
6126 if (DONT_TOUCH(element))
6127 TestIfBadThingTouchesHero(x, y);
6130 PlayLevelSoundAction(x, y, ACTION_WAITING);
6136 InitMovingField(x, y, MovDir[x][y]);
6138 PlayLevelSoundAction(x, y, ACTION_MOVING);
6142 ContinueMoving(x, y);
6145 void ContinueMoving(int x, int y)
6147 int element = Feld[x][y];
6148 int stored = Store[x][y];
6149 struct ElementInfo *ei = &element_info[element];
6150 int direction = MovDir[x][y];
6151 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6152 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6153 int newx = x + dx, newy = y + dy;
6155 int nextx = newx + dx, nexty = newy + dy;
6158 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6159 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6161 boolean pushed_by_player = Pushed[x][y];
6164 MovPos[x][y] += getElementMoveStepsize(x, y);
6167 if (pushed_by_player && IS_PLAYER(x, y))
6169 /* special case: moving object pushed by player */
6170 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6173 if (pushed_by_player) /* special case: moving object pushed by player */
6174 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6177 if (ABS(MovPos[x][y]) < TILEX)
6179 DrawLevelField(x, y);
6181 return; /* element is still moving */
6184 /* element reached destination field */
6186 Feld[x][y] = EL_EMPTY;
6187 Feld[newx][newy] = element;
6188 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6191 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6193 element = Feld[newx][newy] = EL_ACID;
6196 else if (element == EL_MOLE)
6198 Feld[x][y] = EL_SAND;
6200 DrawLevelFieldCrumbledSandNeighbours(x, y);
6202 else if (element == EL_QUICKSAND_FILLING)
6204 element = Feld[newx][newy] = get_next_element(element);
6205 Store[newx][newy] = Store[x][y];
6207 else if (element == EL_QUICKSAND_EMPTYING)
6209 Feld[x][y] = get_next_element(element);
6210 element = Feld[newx][newy] = Store[x][y];
6212 else if (element == EL_MAGIC_WALL_FILLING)
6214 element = Feld[newx][newy] = get_next_element(element);
6215 if (!game.magic_wall_active)
6216 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6217 Store[newx][newy] = Store[x][y];
6219 else if (element == EL_MAGIC_WALL_EMPTYING)
6221 Feld[x][y] = get_next_element(element);
6222 if (!game.magic_wall_active)
6223 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6224 element = Feld[newx][newy] = Store[x][y];
6226 else if (element == EL_BD_MAGIC_WALL_FILLING)
6228 element = Feld[newx][newy] = get_next_element(element);
6229 if (!game.magic_wall_active)
6230 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6231 Store[newx][newy] = Store[x][y];
6233 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6235 Feld[x][y] = get_next_element(element);
6236 if (!game.magic_wall_active)
6237 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6238 element = Feld[newx][newy] = Store[x][y];
6240 else if (element == EL_AMOEBA_DROPPING)
6242 Feld[x][y] = get_next_element(element);
6243 element = Feld[newx][newy] = Store[x][y];
6245 else if (element == EL_SOKOBAN_OBJECT)
6248 Feld[x][y] = Back[x][y];
6250 if (Back[newx][newy])
6251 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6253 Back[x][y] = Back[newx][newy] = 0;
6256 else if (Store[x][y] == EL_ACID)
6258 element = Feld[newx][newy] = EL_ACID;
6262 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6263 ei->move_leave_element != EL_EMPTY &&
6264 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6265 Store[x][y] != EL_EMPTY))
6267 /* some elements can leave other elements behind after moving */
6269 Feld[x][y] = ei->move_leave_element;
6270 InitField(x, y, FALSE);
6272 if (GFX_CRUMBLED(Feld[x][y]))
6273 DrawLevelFieldCrumbledSandNeighbours(x, y);
6277 Store[x][y] = EL_EMPTY;
6278 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
6279 MovDelay[newx][newy] = 0;
6281 if (CAN_CHANGE(element))
6283 /* copy element change control values to new field */
6284 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6285 ChangePage[newx][newy] = ChangePage[x][y];
6286 Changed[newx][newy] = Changed[x][y];
6287 ChangeEvent[newx][newy] = ChangeEvent[x][y];
6290 ChangeDelay[x][y] = 0;
6291 ChangePage[x][y] = -1;
6292 Changed[x][y] = CE_BITMASK_DEFAULT;
6293 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6295 /* copy animation control values to new field */
6296 GfxFrame[newx][newy] = GfxFrame[x][y];
6297 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
6298 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
6299 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
6301 Pushed[x][y] = Pushed[newx][newy] = FALSE;
6303 ResetGfxAnimation(x, y); /* reset animation values for old field */
6306 /* some elements can leave other elements behind after moving */
6308 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6309 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6310 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6312 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6313 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6317 int move_leave_element = ei->move_leave_element;
6319 Feld[x][y] = move_leave_element;
6320 InitField(x, y, FALSE);
6322 if (GFX_CRUMBLED(Feld[x][y]))
6323 DrawLevelFieldCrumbledSandNeighbours(x, y);
6325 if (ELEM_IS_PLAYER(move_leave_element))
6326 RelocatePlayer(x, y, move_leave_element);
6331 /* some elements can leave other elements behind after moving */
6332 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6333 ei->move_leave_element != EL_EMPTY &&
6334 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6335 ei->can_leave_element_last))
6337 Feld[x][y] = ei->move_leave_element;
6338 InitField(x, y, FALSE);
6340 if (GFX_CRUMBLED(Feld[x][y]))
6341 DrawLevelFieldCrumbledSandNeighbours(x, y);
6344 ei->can_leave_element_last = ei->can_leave_element;
6345 ei->can_leave_element = FALSE;
6349 /* 2.1.1 (does not work correctly for spring) */
6350 if (!CAN_MOVE(element))
6351 MovDir[newx][newy] = 0;
6355 /* (does not work for falling objects that slide horizontally) */
6356 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
6357 MovDir[newx][newy] = 0;
6360 if (!CAN_MOVE(element) ||
6361 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
6362 MovDir[newx][newy] = 0;
6366 if (!CAN_MOVE(element) ||
6367 (CAN_FALL(element) && direction == MV_DOWN))
6368 GfxDir[x][y] = MovDir[newx][newy] = 0;
6370 if (!CAN_MOVE(element) ||
6371 (CAN_FALL(element) && direction == MV_DOWN &&
6372 (element == EL_SPRING ||
6373 element_info[element].move_pattern == MV_WHEN_PUSHED ||
6374 element_info[element].move_pattern == MV_WHEN_DROPPED)))
6375 GfxDir[x][y] = MovDir[newx][newy] = 0;
6381 DrawLevelField(x, y);
6382 DrawLevelField(newx, newy);
6384 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
6386 /* prevent pushed element from moving on in pushed direction */
6387 if (pushed_by_player && CAN_MOVE(element) &&
6388 element_info[element].move_pattern & MV_ANY_DIRECTION &&
6389 !(element_info[element].move_pattern & direction))
6390 TurnRound(newx, newy);
6393 /* prevent elements on conveyor belt from moving on in last direction */
6394 if (pushed_by_conveyor && CAN_FALL(element) &&
6395 direction & MV_HORIZONTAL)
6398 if (CAN_MOVE(element))
6399 InitMovDir(newx, newy);
6401 MovDir[newx][newy] = 0;
6403 MovDir[newx][newy] = 0;
6408 if (!pushed_by_player)
6410 int nextx = newx + dx, nexty = newy + dy;
6411 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
6413 WasJustMoving[newx][newy] = 3;
6415 if (CAN_FALL(element) && direction == MV_DOWN)
6416 WasJustFalling[newx][newy] = 3;
6418 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
6419 CheckCollision[newx][newy] = 2;
6422 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
6424 TestIfBadThingTouchesHero(newx, newy);
6425 TestIfBadThingTouchesFriend(newx, newy);
6427 if (!IS_CUSTOM_ELEMENT(element))
6428 TestIfBadThingTouchesOtherBadThing(newx, newy);
6430 else if (element == EL_PENGUIN)
6431 TestIfFriendTouchesBadThing(newx, newy);
6433 #if USE_NEW_MOVE_STYLE
6435 if (CAN_FALL(element) && direction == MV_DOWN &&
6436 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
6437 IS_PLAYER(x, newy + 1))
6438 printf("::: we would now kill the player [%d]\n", FrameCounter);
6441 /* give the player one last chance (one more frame) to move away */
6442 if (CAN_FALL(element) && direction == MV_DOWN &&
6443 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
6444 !IS_PLAYER(x, newy + 1))
6447 if (CAN_FALL(element) && direction == MV_DOWN &&
6448 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
6453 if (pushed_by_player)
6456 int dig_side = MV_DIR_OPPOSITE(direction);
6458 static int trigger_sides[4] =
6460 CH_SIDE_RIGHT, /* moving left */
6461 CH_SIDE_LEFT, /* moving right */
6462 CH_SIDE_BOTTOM, /* moving up */
6463 CH_SIDE_TOP, /* moving down */
6465 int dig_side = trigger_sides[MV_DIR_BIT(direction)];
6467 struct PlayerInfo *player = PLAYERINFO(x, y);
6469 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
6470 player->index_bit, dig_side);
6471 CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
6472 player->index_bit, dig_side);
6477 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6481 if (ChangePage[newx][newy] != -1) /* delayed change */
6482 ChangeElement(newx, newy, ChangePage[newx][newy]);
6487 TestIfElementHitsCustomElement(newx, newy, direction);
6491 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6493 int hitting_element = Feld[newx][newy];
6495 /* !!! fix side (direction) orientation here and elsewhere !!! */
6496 CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6500 if (IN_LEV_FIELD(nextx, nexty))
6502 int opposite_direction = MV_DIR_OPPOSITE(direction);
6503 int hitting_side = direction;
6504 int touched_side = opposite_direction;
6505 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6506 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6507 MovDir[nextx][nexty] != direction ||
6508 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6514 CheckElementChangeBySide(nextx, nexty, touched_element,
6515 CE_HIT_BY_SOMETHING, opposite_direction);
6517 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6518 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
6520 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6522 struct ElementChangeInfo *change =
6523 &element_info[hitting_element].change_page[i];
6525 if (change->can_change &&
6526 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
6527 change->trigger_side & touched_side &&
6528 change->trigger_element == touched_element)
6530 CheckElementChangeByPage(newx, newy, hitting_element,
6531 touched_element, CE_OTHER_IS_HITTING,i);
6537 if (IS_CUSTOM_ELEMENT(touched_element) &&
6538 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6540 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6542 struct ElementChangeInfo *change =
6543 &element_info[touched_element].change_page[i];
6545 if (change->can_change &&
6546 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6547 change->trigger_side & hitting_side &&
6548 change->trigger_element == hitting_element)
6550 CheckElementChangeByPage(nextx, nexty, touched_element,
6551 hitting_element, CE_OTHER_GETS_HIT, i);
6562 TestIfPlayerTouchesCustomElement(newx, newy);
6563 TestIfElementTouchesCustomElement(newx, newy);
6566 int AmoebeNachbarNr(int ax, int ay)
6569 int element = Feld[ax][ay];
6571 static int xy[4][2] =
6579 for (i = 0; i < NUM_DIRECTIONS; i++)
6581 int x = ax + xy[i][0];
6582 int y = ay + xy[i][1];
6584 if (!IN_LEV_FIELD(x, y))
6587 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6588 group_nr = AmoebaNr[x][y];
6594 void AmoebenVereinigen(int ax, int ay)
6596 int i, x, y, xx, yy;
6597 int new_group_nr = AmoebaNr[ax][ay];
6598 static int xy[4][2] =
6606 if (new_group_nr == 0)
6609 for (i = 0; i < NUM_DIRECTIONS; i++)
6614 if (!IN_LEV_FIELD(x, y))
6617 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6618 Feld[x][y] == EL_BD_AMOEBA ||
6619 Feld[x][y] == EL_AMOEBA_DEAD) &&
6620 AmoebaNr[x][y] != new_group_nr)
6622 int old_group_nr = AmoebaNr[x][y];
6624 if (old_group_nr == 0)
6627 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6628 AmoebaCnt[old_group_nr] = 0;
6629 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6630 AmoebaCnt2[old_group_nr] = 0;
6632 for (yy = 0; yy < lev_fieldy; yy++)
6634 for (xx = 0; xx < lev_fieldx; xx++)
6636 if (AmoebaNr[xx][yy] == old_group_nr)
6637 AmoebaNr[xx][yy] = new_group_nr;
6644 void AmoebeUmwandeln(int ax, int ay)
6648 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6650 int group_nr = AmoebaNr[ax][ay];
6655 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6656 printf("AmoebeUmwandeln(): This should never happen!\n");
6661 for (y = 0; y < lev_fieldy; y++)
6663 for (x = 0; x < lev_fieldx; x++)
6665 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6668 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6672 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6673 SND_AMOEBA_TURNING_TO_GEM :
6674 SND_AMOEBA_TURNING_TO_ROCK));
6679 static int xy[4][2] =
6687 for (i = 0; i < NUM_DIRECTIONS; i++)
6692 if (!IN_LEV_FIELD(x, y))
6695 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6697 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6698 SND_AMOEBA_TURNING_TO_GEM :
6699 SND_AMOEBA_TURNING_TO_ROCK));
6706 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6709 int group_nr = AmoebaNr[ax][ay];
6710 boolean done = FALSE;
6715 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6716 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6721 for (y = 0; y < lev_fieldy; y++)
6723 for (x = 0; x < lev_fieldx; x++)
6725 if (AmoebaNr[x][y] == group_nr &&
6726 (Feld[x][y] == EL_AMOEBA_DEAD ||
6727 Feld[x][y] == EL_BD_AMOEBA ||
6728 Feld[x][y] == EL_AMOEBA_GROWING))
6731 Feld[x][y] = new_element;
6732 InitField(x, y, FALSE);
6733 DrawLevelField(x, y);
6740 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6741 SND_BD_AMOEBA_TURNING_TO_ROCK :
6742 SND_BD_AMOEBA_TURNING_TO_GEM));
6745 void AmoebeWaechst(int x, int y)
6747 static unsigned long sound_delay = 0;
6748 static unsigned long sound_delay_value = 0;
6750 if (!MovDelay[x][y]) /* start new growing cycle */
6754 if (DelayReached(&sound_delay, sound_delay_value))
6757 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6759 if (Store[x][y] == EL_BD_AMOEBA)
6760 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6762 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6764 sound_delay_value = 30;
6768 if (MovDelay[x][y]) /* wait some time before growing bigger */
6771 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6773 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6774 6 - MovDelay[x][y]);
6776 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6779 if (!MovDelay[x][y])
6781 Feld[x][y] = Store[x][y];
6783 DrawLevelField(x, y);
6788 void AmoebaDisappearing(int x, int y)
6790 static unsigned long sound_delay = 0;
6791 static unsigned long sound_delay_value = 0;
6793 if (!MovDelay[x][y]) /* start new shrinking cycle */
6797 if (DelayReached(&sound_delay, sound_delay_value))
6798 sound_delay_value = 30;
6801 if (MovDelay[x][y]) /* wait some time before shrinking */
6804 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6806 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6807 6 - MovDelay[x][y]);
6809 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6812 if (!MovDelay[x][y])
6814 Feld[x][y] = EL_EMPTY;
6815 DrawLevelField(x, y);
6817 /* don't let mole enter this field in this cycle;
6818 (give priority to objects falling to this field from above) */
6824 void AmoebeAbleger(int ax, int ay)
6827 int element = Feld[ax][ay];
6828 int graphic = el2img(element);
6829 int newax = ax, neway = ay;
6830 static int xy[4][2] =
6838 if (!level.amoeba_speed)
6840 Feld[ax][ay] = EL_AMOEBA_DEAD;
6841 DrawLevelField(ax, ay);
6845 if (IS_ANIMATED(graphic))
6846 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6848 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6849 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6851 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6854 if (MovDelay[ax][ay])
6858 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6861 int x = ax + xy[start][0];
6862 int y = ay + xy[start][1];
6864 if (!IN_LEV_FIELD(x, y))
6868 if (IS_FREE(x, y) ||
6869 CAN_GROW_INTO(Feld[x][y]) ||
6870 Feld[x][y] == EL_QUICKSAND_EMPTY)
6876 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6877 if (IS_FREE(x, y) ||
6878 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6885 if (newax == ax && neway == ay)
6888 else /* normal or "filled" (BD style) amoeba */
6891 boolean waiting_for_player = FALSE;
6893 for (i = 0; i < NUM_DIRECTIONS; i++)
6895 int j = (start + i) % 4;
6896 int x = ax + xy[j][0];
6897 int y = ay + xy[j][1];
6899 if (!IN_LEV_FIELD(x, y))
6903 if (IS_FREE(x, y) ||
6904 CAN_GROW_INTO(Feld[x][y]) ||
6905 Feld[x][y] == EL_QUICKSAND_EMPTY)
6912 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6913 if (IS_FREE(x, y) ||
6914 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6921 else if (IS_PLAYER(x, y))
6922 waiting_for_player = TRUE;
6925 if (newax == ax && neway == ay) /* amoeba cannot grow */
6928 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
6930 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6933 Feld[ax][ay] = EL_AMOEBA_DEAD;
6934 DrawLevelField(ax, ay);
6935 AmoebaCnt[AmoebaNr[ax][ay]]--;
6937 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6939 if (element == EL_AMOEBA_FULL)
6940 AmoebeUmwandeln(ax, ay);
6941 else if (element == EL_BD_AMOEBA)
6942 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6947 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6949 /* amoeba gets larger by growing in some direction */
6951 int new_group_nr = AmoebaNr[ax][ay];
6954 if (new_group_nr == 0)
6956 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6957 printf("AmoebeAbleger(): This should never happen!\n");
6962 AmoebaNr[newax][neway] = new_group_nr;
6963 AmoebaCnt[new_group_nr]++;
6964 AmoebaCnt2[new_group_nr]++;
6966 /* if amoeba touches other amoeba(s) after growing, unify them */
6967 AmoebenVereinigen(newax, neway);
6969 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6971 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6977 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6978 (neway == lev_fieldy - 1 && newax != ax))
6980 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6981 Store[newax][neway] = element;
6983 else if (neway == ay)
6985 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6987 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6989 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6994 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6995 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6996 Store[ax][ay] = EL_AMOEBA_DROP;
6997 ContinueMoving(ax, ay);
7001 DrawLevelField(newax, neway);
7004 void Life(int ax, int ay)
7007 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
7009 int element = Feld[ax][ay];
7010 int graphic = el2img(element);
7011 boolean changed = FALSE;
7013 if (IS_ANIMATED(graphic))
7014 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7019 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
7020 MovDelay[ax][ay] = life_time;
7022 if (MovDelay[ax][ay]) /* wait some time before next cycle */
7025 if (MovDelay[ax][ay])
7029 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
7031 int xx = ax+x1, yy = ay+y1;
7034 if (!IN_LEV_FIELD(xx, yy))
7037 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
7039 int x = xx+x2, y = yy+y2;
7041 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
7044 if (((Feld[x][y] == element ||
7045 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
7047 (IS_FREE(x, y) && Stop[x][y]))
7051 if (xx == ax && yy == ay) /* field in the middle */
7053 if (nachbarn < life[0] || nachbarn > life[1])
7055 Feld[xx][yy] = EL_EMPTY;
7057 DrawLevelField(xx, yy);
7058 Stop[xx][yy] = TRUE;
7063 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
7064 { /* free border field */
7065 if (nachbarn >= life[2] && nachbarn <= life[3])
7067 Feld[xx][yy] = element;
7068 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7070 DrawLevelField(xx, yy);
7071 Stop[xx][yy] = TRUE;
7076 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7077 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
7078 { /* free border field */
7079 if (nachbarn >= life[2] && nachbarn <= life[3])
7081 Feld[xx][yy] = element;
7082 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7084 DrawLevelField(xx, yy);
7085 Stop[xx][yy] = TRUE;
7093 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
7094 SND_GAME_OF_LIFE_GROWING);
7097 static void InitRobotWheel(int x, int y)
7099 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7102 static void RunRobotWheel(int x, int y)
7104 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7107 static void StopRobotWheel(int x, int y)
7109 if (ZX == x && ZY == y)
7113 static void InitTimegateWheel(int x, int y)
7116 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7118 /* another brainless, "type style" bug ... :-( */
7119 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7123 static void RunTimegateWheel(int x, int y)
7125 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
7128 void CheckExit(int x, int y)
7130 if (local_player->gems_still_needed > 0 ||
7131 local_player->sokobanfields_still_needed > 0 ||
7132 local_player->lights_still_needed > 0)
7134 int element = Feld[x][y];
7135 int graphic = el2img(element);
7137 if (IS_ANIMATED(graphic))
7138 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7143 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7146 Feld[x][y] = EL_EXIT_OPENING;
7148 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7151 void CheckExitSP(int x, int y)
7153 if (local_player->gems_still_needed > 0)
7155 int element = Feld[x][y];
7156 int graphic = el2img(element);
7158 if (IS_ANIMATED(graphic))
7159 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7164 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7167 Feld[x][y] = EL_SP_EXIT_OPENING;
7169 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7172 static void CloseAllOpenTimegates()
7176 for (y = 0; y < lev_fieldy; y++)
7178 for (x = 0; x < lev_fieldx; x++)
7180 int element = Feld[x][y];
7182 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7184 Feld[x][y] = EL_TIMEGATE_CLOSING;
7186 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7188 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
7195 void EdelsteinFunkeln(int x, int y)
7197 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7200 if (Feld[x][y] == EL_BD_DIAMOND)
7203 if (MovDelay[x][y] == 0) /* next animation frame */
7204 MovDelay[x][y] = 11 * !SimpleRND(500);
7206 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7210 if (setup.direct_draw && MovDelay[x][y])
7211 SetDrawtoField(DRAW_BUFFERED);
7213 DrawLevelElementAnimation(x, y, Feld[x][y]);
7215 if (MovDelay[x][y] != 0)
7217 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7218 10 - MovDelay[x][y]);
7220 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7222 if (setup.direct_draw)
7226 dest_x = FX + SCREENX(x) * TILEX;
7227 dest_y = FY + SCREENY(y) * TILEY;
7229 BlitBitmap(drawto_field, window,
7230 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7231 SetDrawtoField(DRAW_DIRECT);
7237 void MauerWaechst(int x, int y)
7241 if (!MovDelay[x][y]) /* next animation frame */
7242 MovDelay[x][y] = 3 * delay;
7244 if (MovDelay[x][y]) /* wait some time before next frame */
7248 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7250 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7251 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7253 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7256 if (!MovDelay[x][y])
7258 if (MovDir[x][y] == MV_LEFT)
7260 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7261 DrawLevelField(x - 1, y);
7263 else if (MovDir[x][y] == MV_RIGHT)
7265 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7266 DrawLevelField(x + 1, y);
7268 else if (MovDir[x][y] == MV_UP)
7270 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7271 DrawLevelField(x, y - 1);
7275 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7276 DrawLevelField(x, y + 1);
7279 Feld[x][y] = Store[x][y];
7281 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
7282 DrawLevelField(x, y);
7287 void MauerAbleger(int ax, int ay)
7289 int element = Feld[ax][ay];
7290 int graphic = el2img(element);
7291 boolean oben_frei = FALSE, unten_frei = FALSE;
7292 boolean links_frei = FALSE, rechts_frei = FALSE;
7293 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7294 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7295 boolean new_wall = FALSE;
7297 if (IS_ANIMATED(graphic))
7298 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7300 if (!MovDelay[ax][ay]) /* start building new wall */
7301 MovDelay[ax][ay] = 6;
7303 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7306 if (MovDelay[ax][ay])
7310 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7312 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7314 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7316 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7319 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7320 element == EL_EXPANDABLE_WALL_ANY)
7324 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7325 Store[ax][ay-1] = element;
7326 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7327 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7328 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7329 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7334 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7335 Store[ax][ay+1] = element;
7336 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7337 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7338 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7339 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
7344 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7345 element == EL_EXPANDABLE_WALL_ANY ||
7346 element == EL_EXPANDABLE_WALL)
7350 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
7351 Store[ax-1][ay] = element;
7352 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
7353 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
7354 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
7355 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
7361 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
7362 Store[ax+1][ay] = element;
7363 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
7364 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
7365 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
7366 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
7371 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
7372 DrawLevelField(ax, ay);
7374 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
7376 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
7377 unten_massiv = TRUE;
7378 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
7379 links_massiv = TRUE;
7380 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
7381 rechts_massiv = TRUE;
7383 if (((oben_massiv && unten_massiv) ||
7384 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7385 element == EL_EXPANDABLE_WALL) &&
7386 ((links_massiv && rechts_massiv) ||
7387 element == EL_EXPANDABLE_WALL_VERTICAL))
7388 Feld[ax][ay] = EL_WALL;
7392 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
7394 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
7398 void CheckForDragon(int x, int y)
7401 boolean dragon_found = FALSE;
7402 static int xy[4][2] =
7410 for (i = 0; i < NUM_DIRECTIONS; i++)
7412 for (j = 0; j < 4; j++)
7414 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7416 if (IN_LEV_FIELD(xx, yy) &&
7417 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
7419 if (Feld[xx][yy] == EL_DRAGON)
7420 dragon_found = TRUE;
7429 for (i = 0; i < NUM_DIRECTIONS; i++)
7431 for (j = 0; j < 3; j++)
7433 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7435 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
7437 Feld[xx][yy] = EL_EMPTY;
7438 DrawLevelField(xx, yy);
7447 static void InitBuggyBase(int x, int y)
7449 int element = Feld[x][y];
7450 int activating_delay = FRAMES_PER_SECOND / 4;
7453 (element == EL_SP_BUGGY_BASE ?
7454 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
7455 element == EL_SP_BUGGY_BASE_ACTIVATING ?
7457 element == EL_SP_BUGGY_BASE_ACTIVE ?
7458 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
7461 static void WarnBuggyBase(int x, int y)
7464 static int xy[4][2] =
7472 for (i = 0; i < NUM_DIRECTIONS; i++)
7474 int xx = x + xy[i][0], yy = y + xy[i][1];
7476 if (IS_PLAYER(xx, yy))
7478 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
7485 static void InitTrap(int x, int y)
7487 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
7490 static void ActivateTrap(int x, int y)
7492 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
7495 static void ChangeActiveTrap(int x, int y)
7497 int graphic = IMG_TRAP_ACTIVE;
7499 /* if new animation frame was drawn, correct crumbled sand border */
7500 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
7501 DrawLevelFieldCrumbledSand(x, y);
7504 static void ChangeElementNowExt(int x, int y, int target_element)
7506 int previous_move_direction = MovDir[x][y];
7508 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7509 IS_WALKABLE(Feld[x][y]));
7511 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7512 IS_WALKABLE(Feld[x][y]) &&
7516 /* check if element under player changes from accessible to unaccessible
7517 (needed for special case of dropping element which then changes) */
7518 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
7519 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
7522 printf("::: BOOOM! [%d, '%s']\n", target_element,
7523 element_info[target_element].token_name);
7535 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
7536 RemoveMovingField(x, y);
7540 Feld[x][y] = target_element;
7543 Feld[x][y] = target_element;
7546 ResetGfxAnimation(x, y);
7547 ResetRandomAnimationValue(x, y);
7549 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7550 MovDir[x][y] = previous_move_direction;
7553 InitField_WithBug1(x, y, FALSE);
7555 InitField(x, y, FALSE);
7556 if (CAN_MOVE(Feld[x][y]))
7560 DrawLevelField(x, y);
7562 if (GFX_CRUMBLED(Feld[x][y]))
7563 DrawLevelFieldCrumbledSandNeighbours(x, y);
7567 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7571 TestIfBadThingTouchesHero(x, y);
7572 TestIfPlayerTouchesCustomElement(x, y);
7573 TestIfElementTouchesCustomElement(x, y);
7576 /* "Changed[][]" not set yet to allow "entered by player" change one time */
7577 if (ELEM_IS_PLAYER(target_element))
7578 RelocatePlayer(x, y, target_element);
7581 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7585 TestIfBadThingTouchesHero(x, y);
7586 TestIfPlayerTouchesCustomElement(x, y);
7587 TestIfElementTouchesCustomElement(x, y);
7591 static boolean ChangeElementNow(int x, int y, int element, int page)
7593 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7595 int old_element = Feld[x][y];
7597 /* always use default change event to prevent running into a loop */
7598 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
7599 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
7601 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
7603 /* reset actual trigger element and player */
7604 change->actual_trigger_element = EL_EMPTY;
7605 change->actual_trigger_player = EL_PLAYER_1;
7608 /* do not change already changed elements with same change event */
7610 if (Changed[x][y] & ChangeEvent[x][y])
7617 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7620 /* !!! indirect change before direct change !!! */
7621 CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
7624 if (change->explode)
7631 if (change->use_target_content)
7633 boolean complete_replace = TRUE;
7634 boolean can_replace[3][3];
7637 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7640 boolean is_walkable;
7641 boolean is_diggable;
7642 boolean is_collectible;
7643 boolean is_removable;
7644 boolean is_destructible;
7645 int ex = x + xx - 1;
7646 int ey = y + yy - 1;
7647 int content_element = change->target_content[xx][yy];
7650 can_replace[xx][yy] = TRUE;
7652 if (ex == x && ey == y) /* do not check changing element itself */
7655 if (content_element == EL_EMPTY_SPACE)
7657 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7662 if (!IN_LEV_FIELD(ex, ey))
7664 can_replace[xx][yy] = FALSE;
7665 complete_replace = FALSE;
7671 if (Changed[ex][ey]) /* do not change already changed elements */
7673 can_replace[xx][yy] = FALSE;
7674 complete_replace = FALSE;
7682 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7683 e = MovingOrBlocked2Element(ex, ey);
7688 is_empty = (IS_FREE(ex, ey) ||
7689 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
7690 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
7691 !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
7695 is_empty = (IS_FREE(ex, ey) ||
7696 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7698 is_empty = (IS_FREE(ex, ey) ||
7699 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7704 is_walkable = (is_empty || IS_WALKABLE(e));
7705 is_diggable = (is_empty || IS_DIGGABLE(e));
7706 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7707 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7708 is_removable = (is_diggable || is_collectible);
7710 can_replace[xx][yy] =
7711 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7712 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7713 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7714 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7715 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7716 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7717 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7719 if (!can_replace[xx][yy])
7720 complete_replace = FALSE;
7722 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7723 IS_WALKABLE(content_element)));
7725 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7727 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7730 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7731 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7732 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7734 can_replace[xx][yy] = FALSE;
7735 complete_replace = FALSE;
7740 if (!change->only_if_complete || complete_replace)
7742 boolean something_has_changed = FALSE;
7744 if (change->only_if_complete && change->use_random_replace &&
7745 RND(100) < change->random_percentage)
7748 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7750 int ex = x + xx - 1;
7751 int ey = y + yy - 1;
7752 int content_element;
7754 if (can_replace[xx][yy] && (!change->use_random_replace ||
7755 RND(100) < change->random_percentage))
7757 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7758 RemoveMovingField(ex, ey);
7760 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7762 content_element = change->target_content[xx][yy];
7763 target_element = GET_TARGET_ELEMENT(content_element, change);
7765 ChangeElementNowExt(ex, ey, target_element);
7767 something_has_changed = TRUE;
7769 /* for symmetry reasons, freeze newly created border elements */
7770 if (ex != x || ey != y)
7771 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7775 if (something_has_changed)
7776 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7781 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7783 ChangeElementNowExt(x, y, target_element);
7785 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7789 /* this uses direct change before indirect change */
7790 CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
7796 static void ChangeElement(int x, int y, int page)
7798 int element = MovingOrBlocked2Element(x, y);
7799 struct ElementInfo *ei = &element_info[element];
7800 struct ElementChangeInfo *change = &ei->change_page[page];
7803 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7806 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7807 x, y, element, element_info[element].token_name);
7808 printf("ChangeElement(): This should never happen!\n");
7813 /* this can happen with classic bombs on walkable, changing elements */
7814 if (!CAN_CHANGE(element))
7817 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7818 ChangeDelay[x][y] = 0;
7824 if (ChangeDelay[x][y] == 0) /* initialize element change */
7826 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7827 RND(change->delay_random * change->delay_frames)) + 1;
7829 ResetGfxAnimation(x, y);
7830 ResetRandomAnimationValue(x, y);
7832 if (change->pre_change_function)
7833 change->pre_change_function(x, y);
7836 ChangeDelay[x][y]--;
7838 if (ChangeDelay[x][y] != 0) /* continue element change */
7840 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7842 if (IS_ANIMATED(graphic))
7843 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7845 if (change->change_function)
7846 change->change_function(x, y);
7848 else /* finish element change */
7850 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7852 page = ChangePage[x][y];
7853 ChangePage[x][y] = -1;
7855 change = &ei->change_page[page];
7859 if (IS_MOVING(x, y) && !change->explode)
7861 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7864 ChangeDelay[x][y] = 1; /* try change after next move step */
7865 ChangePage[x][y] = page; /* remember page to use for change */
7870 if (ChangeElementNow(x, y, element, page))
7872 if (change->post_change_function)
7873 change->post_change_function(x, y);
7878 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7879 int trigger_element,
7886 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7888 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7891 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7893 int element = EL_CUSTOM_START + i;
7895 boolean change_element = FALSE;
7898 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7901 for (j = 0; j < element_info[element].num_change_pages; j++)
7903 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7905 if (change->can_change &&
7906 change->events & CH_EVENT_BIT(trigger_event) &&
7907 change->trigger_side & trigger_side &&
7908 change->trigger_player & trigger_player &&
7909 change->trigger_page & trigger_page_bits &&
7910 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7913 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7914 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7915 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7918 change_element = TRUE;
7921 change->actual_trigger_element = trigger_element;
7922 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7928 if (!change_element)
7931 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7934 if (x == lx && y == ly) /* do not change trigger element itself */
7938 if (Feld[x][y] == element)
7940 ChangeDelay[x][y] = 1;
7941 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7942 ChangeElement(x, y, page);
7950 static boolean CheckElementChangeExt(int x, int y,
7952 int trigger_element,
7958 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7961 if (Feld[x][y] == EL_BLOCKED)
7963 Blocked2Moving(x, y, &x, &y);
7964 element = Feld[x][y];
7968 if (Feld[x][y] != element) /* check if element has already changed */
7971 printf("::: %d ('%s') != %d ('%s') [%d]\n",
7972 Feld[x][y], element_info[Feld[x][y]].token_name,
7973 element, element_info[element].token_name,
7982 if (trigger_page < 0)
7984 boolean change_element = FALSE;
7987 for (i = 0; i < element_info[element].num_change_pages; i++)
7989 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7991 if (change->can_change &&
7992 change->events & CH_EVENT_BIT(trigger_event) &&
7993 change->trigger_side & trigger_side &&
7994 change->trigger_player & trigger_player)
7996 change_element = TRUE;
7999 change->actual_trigger_element = trigger_element;
8000 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
8006 if (!change_element)
8011 struct ElementInfo *ei = &element_info[element];
8012 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
8014 change->actual_trigger_element = trigger_element;
8015 change->actual_trigger_player = EL_PLAYER_1; /* unused */
8020 /* !!! this check misses pages with same event, but different side !!! */
8022 if (trigger_page < 0)
8023 trigger_page = element_info[element].event_page_nr[trigger_event];
8025 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
8029 ChangeDelay[x][y] = 1;
8030 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
8031 ChangeElement(x, y, trigger_page);
8036 static void PlayPlayerSound(struct PlayerInfo *player)
8038 int jx = player->jx, jy = player->jy;
8039 int element = player->element_nr;
8040 int last_action = player->last_action_waiting;
8041 int action = player->action_waiting;
8043 if (player->is_waiting)
8045 if (action != last_action)
8046 PlayLevelSoundElementAction(jx, jy, element, action);
8048 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
8052 if (action != last_action)
8053 StopSound(element_info[element].sound[last_action]);
8055 if (last_action == ACTION_SLEEPING)
8056 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
8060 static void PlayAllPlayersSound()
8064 for (i = 0; i < MAX_PLAYERS; i++)
8065 if (stored_player[i].active)
8066 PlayPlayerSound(&stored_player[i]);
8069 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
8071 boolean last_waiting = player->is_waiting;
8072 int move_dir = player->MovDir;
8074 player->last_action_waiting = player->action_waiting;
8078 if (!last_waiting) /* not waiting -> waiting */
8080 player->is_waiting = TRUE;
8082 player->frame_counter_bored =
8084 game.player_boring_delay_fixed +
8085 SimpleRND(game.player_boring_delay_random);
8086 player->frame_counter_sleeping =
8088 game.player_sleeping_delay_fixed +
8089 SimpleRND(game.player_sleeping_delay_random);
8091 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
8094 if (game.player_sleeping_delay_fixed +
8095 game.player_sleeping_delay_random > 0 &&
8096 player->anim_delay_counter == 0 &&
8097 player->post_delay_counter == 0 &&
8098 FrameCounter >= player->frame_counter_sleeping)
8099 player->is_sleeping = TRUE;
8100 else if (game.player_boring_delay_fixed +
8101 game.player_boring_delay_random > 0 &&
8102 FrameCounter >= player->frame_counter_bored)
8103 player->is_bored = TRUE;
8105 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
8106 player->is_bored ? ACTION_BORING :
8109 if (player->is_sleeping)
8111 if (player->num_special_action_sleeping > 0)
8113 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8115 int last_special_action = player->special_action_sleeping;
8116 int num_special_action = player->num_special_action_sleeping;
8117 int special_action =
8118 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
8119 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
8120 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
8121 last_special_action + 1 : ACTION_SLEEPING);
8122 int special_graphic =
8123 el_act_dir2img(player->element_nr, special_action, move_dir);
8125 player->anim_delay_counter =
8126 graphic_info[special_graphic].anim_delay_fixed +
8127 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8128 player->post_delay_counter =
8129 graphic_info[special_graphic].post_delay_fixed +
8130 SimpleRND(graphic_info[special_graphic].post_delay_random);
8132 player->special_action_sleeping = special_action;
8135 if (player->anim_delay_counter > 0)
8137 player->action_waiting = player->special_action_sleeping;
8138 player->anim_delay_counter--;
8140 else if (player->post_delay_counter > 0)
8142 player->post_delay_counter--;
8146 else if (player->is_bored)
8148 if (player->num_special_action_bored > 0)
8150 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8152 int special_action =
8153 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
8154 int special_graphic =
8155 el_act_dir2img(player->element_nr, special_action, move_dir);
8157 player->anim_delay_counter =
8158 graphic_info[special_graphic].anim_delay_fixed +
8159 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8160 player->post_delay_counter =
8161 graphic_info[special_graphic].post_delay_fixed +
8162 SimpleRND(graphic_info[special_graphic].post_delay_random);
8164 player->special_action_bored = special_action;
8167 if (player->anim_delay_counter > 0)
8169 player->action_waiting = player->special_action_bored;
8170 player->anim_delay_counter--;
8172 else if (player->post_delay_counter > 0)
8174 player->post_delay_counter--;
8179 else if (last_waiting) /* waiting -> not waiting */
8181 player->is_waiting = FALSE;
8182 player->is_bored = FALSE;
8183 player->is_sleeping = FALSE;
8185 player->frame_counter_bored = -1;
8186 player->frame_counter_sleeping = -1;
8188 player->anim_delay_counter = 0;
8189 player->post_delay_counter = 0;
8191 player->action_waiting = ACTION_DEFAULT;
8193 player->special_action_bored = ACTION_DEFAULT;
8194 player->special_action_sleeping = ACTION_DEFAULT;
8199 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
8202 static byte stored_player_action[MAX_PLAYERS];
8203 static int num_stored_actions = 0;
8205 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8206 int left = player_action & JOY_LEFT;
8207 int right = player_action & JOY_RIGHT;
8208 int up = player_action & JOY_UP;
8209 int down = player_action & JOY_DOWN;
8210 int button1 = player_action & JOY_BUTTON_1;
8211 int button2 = player_action & JOY_BUTTON_2;
8212 int dx = (left ? -1 : right ? 1 : 0);
8213 int dy = (up ? -1 : down ? 1 : 0);
8216 stored_player_action[player->index_nr] = 0;
8217 num_stored_actions++;
8221 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8224 if (!player->active || tape.pausing)
8228 printf("::: [%d %d %d %d] [%d %d]\n",
8229 left, right, up, down, button1, button2);
8235 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8240 if (player->MovPos == 0)
8241 CheckGravityMovement(player);
8244 snapped = SnapField(player, dx, dy);
8248 dropped = DropElement(player);
8250 moved = MovePlayer(player, dx, dy);
8253 if (tape.single_step && tape.recording && !tape.pausing)
8255 if (button1 || (dropped && !moved))
8257 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8258 SnapField(player, 0, 0); /* stop snapping */
8262 SetPlayerWaiting(player, FALSE);
8265 return player_action;
8267 stored_player_action[player->index_nr] = player_action;
8273 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8276 /* no actions for this player (no input at player's configured device) */
8278 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8279 SnapField(player, 0, 0);
8280 CheckGravityMovementWhenNotMoving(player);
8282 if (player->MovPos == 0)
8283 SetPlayerWaiting(player, TRUE);
8285 if (player->MovPos == 0) /* needed for tape.playing */
8286 player->is_moving = FALSE;
8288 player->is_dropping = FALSE;
8294 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8296 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8298 TapeRecordAction(stored_player_action);
8299 num_stored_actions = 0;
8306 static void PlayerActions(struct PlayerInfo *player, byte player_action)
8308 static byte stored_player_action[MAX_PLAYERS];
8309 static int num_stored_actions = 0;
8310 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8311 int left = player_action & JOY_LEFT;
8312 int right = player_action & JOY_RIGHT;
8313 int up = player_action & JOY_UP;
8314 int down = player_action & JOY_DOWN;
8315 int button1 = player_action & JOY_BUTTON_1;
8316 int button2 = player_action & JOY_BUTTON_2;
8317 int dx = (left ? -1 : right ? 1 : 0);
8318 int dy = (up ? -1 : down ? 1 : 0);
8320 stored_player_action[player->index_nr] = 0;
8321 num_stored_actions++;
8323 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8325 if (!player->active || tape.pausing)
8330 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8333 snapped = SnapField(player, dx, dy);
8337 dropped = DropElement(player);
8339 moved = MovePlayer(player, dx, dy);
8342 if (tape.single_step && tape.recording && !tape.pausing)
8344 if (button1 || (dropped && !moved))
8346 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8347 SnapField(player, 0, 0); /* stop snapping */
8351 stored_player_action[player->index_nr] = player_action;
8355 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8357 /* no actions for this player (no input at player's configured device) */
8359 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8360 SnapField(player, 0, 0);
8361 CheckGravityMovementWhenNotMoving(player);
8363 if (player->MovPos == 0)
8364 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
8366 if (player->MovPos == 0) /* needed for tape.playing */
8367 player->is_moving = FALSE;
8370 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8372 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8374 TapeRecordAction(stored_player_action);
8375 num_stored_actions = 0;
8380 void AdvanceFrameAndPlayerCounters(int player_nr)
8384 /* advance frame counters (global frame counter and time frame counter) */
8388 /* advance player counters (counters for move delay, move animation etc.) */
8389 for (i = 0; i < MAX_PLAYERS; i++)
8391 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
8393 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8395 if (!advance_player_counters) /* not all players may be affected */
8398 stored_player[i].Frame += move_frames;
8400 if (stored_player[i].MovPos != 0)
8401 stored_player[i].StepFrame += move_frames;
8403 #if USE_NEW_MOVE_DELAY
8404 if (stored_player[i].move_delay > 0)
8405 stored_player[i].move_delay--;
8408 #if USE_NEW_PUSH_DELAY
8409 /* due to bugs in previous versions, counter must count up, not down */
8410 if (stored_player[i].push_delay != -1)
8411 stored_player[i].push_delay++;
8414 if (stored_player[i].drop_delay > 0)
8415 stored_player[i].drop_delay--;
8421 static unsigned long action_delay = 0;
8422 unsigned long action_delay_value;
8423 int magic_wall_x = 0, magic_wall_y = 0;
8424 int i, x, y, element, graphic;
8425 byte *recorded_player_action;
8426 byte summarized_player_action = 0;
8428 byte tape_action[MAX_PLAYERS];
8431 if (game_status != GAME_MODE_PLAYING)
8434 action_delay_value =
8435 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
8437 if (tape.playing && tape.warp_forward && !tape.pausing)
8438 action_delay_value = 0;
8440 /* ---------- main game synchronization point ---------- */
8442 WaitUntilDelayReached(&action_delay, action_delay_value);
8444 if (network_playing && !network_player_action_received)
8448 printf("DEBUG: try to get network player actions in time\n");
8452 #if defined(NETWORK_AVALIABLE)
8453 /* last chance to get network player actions without main loop delay */
8457 if (game_status != GAME_MODE_PLAYING)
8460 if (!network_player_action_received)
8464 printf("DEBUG: failed to get network player actions in time\n");
8475 printf("::: getting new tape action [%d]\n", FrameCounter);
8478 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
8481 if (recorded_player_action == NULL && tape.pausing)
8486 printf("::: %d\n", stored_player[0].action);
8490 if (recorded_player_action != NULL)
8491 for (i = 0; i < MAX_PLAYERS; i++)
8492 stored_player[i].action = recorded_player_action[i];
8495 for (i = 0; i < MAX_PLAYERS; i++)
8497 summarized_player_action |= stored_player[i].action;
8499 if (!network_playing)
8500 stored_player[i].effective_action = stored_player[i].action;
8503 #if defined(NETWORK_AVALIABLE)
8504 if (network_playing)
8505 SendToServer_MovePlayer(summarized_player_action);
8508 if (!options.network && !setup.team_mode)
8509 local_player->effective_action = summarized_player_action;
8512 if (recorded_player_action != NULL)
8513 for (i = 0; i < MAX_PLAYERS; i++)
8514 stored_player[i].effective_action = recorded_player_action[i];
8518 for (i = 0; i < MAX_PLAYERS; i++)
8520 tape_action[i] = stored_player[i].effective_action;
8522 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8523 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8526 /* only save actions from input devices, but not programmed actions */
8528 TapeRecordAction(tape_action);
8531 for (i = 0; i < MAX_PLAYERS; i++)
8533 int actual_player_action = stored_player[i].effective_action;
8536 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
8537 - rnd_equinox_tetrachloride 048
8538 - rnd_equinox_tetrachloride_ii 096
8539 - rnd_emanuel_schmieg 002
8540 - doctor_sloan_ww 001, 020
8542 if (stored_player[i].MovPos == 0)
8543 CheckGravityMovement(&stored_player[i]);
8547 /* overwrite programmed action with tape action */
8548 if (stored_player[i].programmed_action)
8549 actual_player_action = stored_player[i].programmed_action;
8553 if (stored_player[i].programmed_action)
8554 printf("::: %d\n", stored_player[i].programmed_action);
8557 if (recorded_player_action)
8560 if (stored_player[i].programmed_action &&
8561 stored_player[i].programmed_action != recorded_player_action[i])
8562 printf("::: %d: %d <-> %d\n", i,
8563 stored_player[i].programmed_action, recorded_player_action[i]);
8567 actual_player_action = recorded_player_action[i];
8572 /* overwrite tape action with programmed action */
8573 if (stored_player[i].programmed_action)
8574 actual_player_action = stored_player[i].programmed_action;
8579 printf("::: action: %d: %x [%d]\n",
8580 stored_player[i].MovPos, actual_player_action, FrameCounter);
8584 PlayerActions(&stored_player[i], actual_player_action);
8586 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
8588 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8589 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8592 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
8597 TapeRecordAction(tape_action);
8600 network_player_action_received = FALSE;
8602 ScrollScreen(NULL, SCROLL_GO_ON);
8608 for (i = 0; i < MAX_PLAYERS; i++)
8609 stored_player[i].Frame++;
8613 /* for downwards compatibility, the following code emulates a fixed bug that
8614 occured when pushing elements (causing elements that just made their last
8615 pushing step to already (if possible) make their first falling step in the
8616 same game frame, which is bad); this code is also needed to use the famous
8617 "spring push bug" which is used in older levels and might be wanted to be
8618 used also in newer levels, but in this case the buggy pushing code is only
8619 affecting the "spring" element and no other elements */
8622 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
8624 if (game.engine_version < VERSION_IDENT(2,2,0,7))
8627 for (i = 0; i < MAX_PLAYERS; i++)
8629 struct PlayerInfo *player = &stored_player[i];
8634 if (player->active && player->is_pushing && player->is_moving &&
8636 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
8637 Feld[x][y] == EL_SPRING))
8639 if (player->active && player->is_pushing && player->is_moving &&
8643 ContinueMoving(x, y);
8645 /* continue moving after pushing (this is actually a bug) */
8646 if (!IS_MOVING(x, y))
8655 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8657 Changed[x][y] = CE_BITMASK_DEFAULT;
8658 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
8660 /* this must be handled before main playfield loop */
8661 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
8664 if (MovDelay[x][y] <= 0)
8669 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
8671 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
8672 printf("GameActions(): This should never happen!\n");
8674 ChangePage[x][y] = -1;
8679 if (WasJustMoving[x][y] > 0)
8680 WasJustMoving[x][y]--;
8681 if (WasJustFalling[x][y] > 0)
8682 WasJustFalling[x][y]--;
8683 if (CheckCollision[x][y] > 0)
8684 CheckCollision[x][y]--;
8689 /* reset finished pushing action (not done in ContinueMoving() to allow
8690 continous pushing animation for elements with zero push delay) */
8691 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
8693 ResetGfxAnimation(x, y);
8694 DrawLevelField(x, y);
8699 if (IS_BLOCKED(x, y))
8703 Blocked2Moving(x, y, &oldx, &oldy);
8704 if (!IS_MOVING(oldx, oldy))
8706 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8707 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8708 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8709 printf("GameActions(): This should never happen!\n");
8715 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8717 element = Feld[x][y];
8719 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8721 graphic = el2img(element);
8727 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8729 element = graphic = 0;
8733 if (graphic_info[graphic].anim_global_sync)
8734 GfxFrame[x][y] = FrameCounter;
8736 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8737 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8738 ResetRandomAnimationValue(x, y);
8740 SetRandomAnimationValue(x, y);
8743 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8746 if (IS_INACTIVE(element))
8748 if (IS_ANIMATED(graphic))
8749 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8755 /* this may take place after moving, so 'element' may have changed */
8757 if (IS_CHANGING(x, y))
8759 if (IS_CHANGING(x, y) &&
8760 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8764 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8765 element_info[element].event_page_nr[CE_DELAY]);
8767 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8770 element = Feld[x][y];
8771 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8775 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8780 element = Feld[x][y];
8781 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8783 if (element == EL_MOLE)
8784 printf("::: %d, %d, %d [%d]\n",
8785 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8789 if (element == EL_YAMYAM)
8790 printf("::: %d, %d, %d\n",
8791 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8795 if (IS_ANIMATED(graphic) &&
8799 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8802 if (element == EL_BUG)
8803 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8807 if (element == EL_MOLE)
8808 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8812 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8813 EdelsteinFunkeln(x, y);
8815 else if ((element == EL_ACID ||
8816 element == EL_EXIT_OPEN ||
8817 element == EL_SP_EXIT_OPEN ||
8818 element == EL_SP_TERMINAL ||
8819 element == EL_SP_TERMINAL_ACTIVE ||
8820 element == EL_EXTRA_TIME ||
8821 element == EL_SHIELD_NORMAL ||
8822 element == EL_SHIELD_DEADLY) &&
8823 IS_ANIMATED(graphic))
8824 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8825 else if (IS_MOVING(x, y))
8826 ContinueMoving(x, y);
8827 else if (IS_ACTIVE_BOMB(element))
8828 CheckDynamite(x, y);
8830 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8831 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8833 else if (element == EL_AMOEBA_GROWING)
8834 AmoebeWaechst(x, y);
8835 else if (element == EL_AMOEBA_SHRINKING)
8836 AmoebaDisappearing(x, y);
8838 #if !USE_NEW_AMOEBA_CODE
8839 else if (IS_AMOEBALIVE(element))
8840 AmoebeAbleger(x, y);
8843 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8845 else if (element == EL_EXIT_CLOSED)
8847 else if (element == EL_SP_EXIT_CLOSED)
8849 else if (element == EL_EXPANDABLE_WALL_GROWING)
8851 else if (element == EL_EXPANDABLE_WALL ||
8852 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8853 element == EL_EXPANDABLE_WALL_VERTICAL ||
8854 element == EL_EXPANDABLE_WALL_ANY)
8856 else if (element == EL_FLAMES)
8857 CheckForDragon(x, y);
8859 else if (IS_AUTO_CHANGING(element))
8860 ChangeElement(x, y);
8862 else if (element == EL_EXPLOSION)
8863 ; /* drawing of correct explosion animation is handled separately */
8864 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8865 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8868 /* this may take place after moving, so 'element' may have changed */
8869 if (IS_AUTO_CHANGING(Feld[x][y]))
8870 ChangeElement(x, y);
8873 if (IS_BELT_ACTIVE(element))
8874 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8876 if (game.magic_wall_active)
8878 int jx = local_player->jx, jy = local_player->jy;
8880 /* play the element sound at the position nearest to the player */
8881 if ((element == EL_MAGIC_WALL_FULL ||
8882 element == EL_MAGIC_WALL_ACTIVE ||
8883 element == EL_MAGIC_WALL_EMPTYING ||
8884 element == EL_BD_MAGIC_WALL_FULL ||
8885 element == EL_BD_MAGIC_WALL_ACTIVE ||
8886 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8887 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8895 #if USE_NEW_AMOEBA_CODE
8896 /* new experimental amoeba growth stuff */
8898 if (!(FrameCounter % 8))
8901 static unsigned long random = 1684108901;
8903 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8906 x = (random >> 10) % lev_fieldx;
8907 y = (random >> 20) % lev_fieldy;
8909 x = RND(lev_fieldx);
8910 y = RND(lev_fieldy);
8912 element = Feld[x][y];
8915 if (!IS_PLAYER(x,y) &&
8916 (element == EL_EMPTY ||
8917 CAN_GROW_INTO(element) ||
8918 element == EL_QUICKSAND_EMPTY ||
8919 element == EL_ACID_SPLASH_LEFT ||
8920 element == EL_ACID_SPLASH_RIGHT))
8922 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8923 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8924 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8925 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8926 Feld[x][y] = EL_AMOEBA_DROP;
8929 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8930 if (!IS_PLAYER(x,y) &&
8931 (element == EL_EMPTY ||
8932 element == EL_SAND ||
8933 element == EL_QUICKSAND_EMPTY ||
8934 element == EL_ACID_SPLASH_LEFT ||
8935 element == EL_ACID_SPLASH_RIGHT))
8937 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8938 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8939 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8940 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8941 Feld[x][y] = EL_AMOEBA_DROP;
8945 random = random * 129 + 1;
8951 if (game.explosions_delayed)
8954 game.explosions_delayed = FALSE;
8956 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8958 element = Feld[x][y];
8960 if (ExplodeField[x][y])
8961 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8962 else if (element == EL_EXPLOSION)
8963 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8965 ExplodeField[x][y] = EX_TYPE_NONE;
8968 game.explosions_delayed = TRUE;
8971 if (game.magic_wall_active)
8973 if (!(game.magic_wall_time_left % 4))
8975 int element = Feld[magic_wall_x][magic_wall_y];
8977 if (element == EL_BD_MAGIC_WALL_FULL ||
8978 element == EL_BD_MAGIC_WALL_ACTIVE ||
8979 element == EL_BD_MAGIC_WALL_EMPTYING)
8980 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8982 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8985 if (game.magic_wall_time_left > 0)
8987 game.magic_wall_time_left--;
8988 if (!game.magic_wall_time_left)
8990 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8992 element = Feld[x][y];
8994 if (element == EL_MAGIC_WALL_ACTIVE ||
8995 element == EL_MAGIC_WALL_FULL)
8997 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8998 DrawLevelField(x, y);
9000 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
9001 element == EL_BD_MAGIC_WALL_FULL)
9003 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9004 DrawLevelField(x, y);
9008 game.magic_wall_active = FALSE;
9013 if (game.light_time_left > 0)
9015 game.light_time_left--;
9017 if (game.light_time_left == 0)
9018 RedrawAllLightSwitchesAndInvisibleElements();
9021 if (game.timegate_time_left > 0)
9023 game.timegate_time_left--;
9025 if (game.timegate_time_left == 0)
9026 CloseAllOpenTimegates();
9029 for (i = 0; i < MAX_PLAYERS; i++)
9031 struct PlayerInfo *player = &stored_player[i];
9033 if (SHIELD_ON(player))
9035 if (player->shield_deadly_time_left)
9036 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
9037 else if (player->shield_normal_time_left)
9038 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
9042 if (TimeFrames >= FRAMES_PER_SECOND)
9047 for (i = 0; i < MAX_PLAYERS; i++)
9049 struct PlayerInfo *player = &stored_player[i];
9051 if (SHIELD_ON(player))
9053 player->shield_normal_time_left--;
9055 if (player->shield_deadly_time_left > 0)
9056 player->shield_deadly_time_left--;
9060 if (!level.use_step_counter)
9068 if (TimeLeft <= 10 && setup.time_limit)
9069 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9071 DrawGameValue_Time(TimeLeft);
9073 if (!TimeLeft && setup.time_limit)
9074 for (i = 0; i < MAX_PLAYERS; i++)
9075 KillHero(&stored_player[i]);
9077 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9078 DrawGameValue_Time(TimePlayed);
9081 if (tape.recording || tape.playing)
9082 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
9086 PlayAllPlayersSound();
9088 if (options.debug) /* calculate frames per second */
9090 static unsigned long fps_counter = 0;
9091 static int fps_frames = 0;
9092 unsigned long fps_delay_ms = Counter() - fps_counter;
9096 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
9098 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
9101 fps_counter = Counter();
9104 redraw_mask |= REDRAW_FPS;
9108 if (stored_player[0].jx != stored_player[0].last_jx ||
9109 stored_player[0].jy != stored_player[0].last_jy)
9110 printf("::: %d, %d, %d, %d, %d\n",
9111 stored_player[0].MovDir,
9112 stored_player[0].MovPos,
9113 stored_player[0].GfxPos,
9114 stored_player[0].Frame,
9115 stored_player[0].StepFrame);
9118 #if USE_NEW_MOVE_DELAY
9119 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
9124 for (i = 0; i < MAX_PLAYERS; i++)
9127 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
9129 stored_player[i].Frame += move_frames;
9131 if (stored_player[i].MovPos != 0)
9132 stored_player[i].StepFrame += move_frames;
9134 #if USE_NEW_MOVE_DELAY
9135 if (stored_player[i].move_delay > 0)
9136 stored_player[i].move_delay--;
9139 if (stored_player[i].drop_delay > 0)
9140 stored_player[i].drop_delay--;
9145 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
9147 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
9149 local_player->show_envelope = 0;
9154 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
9156 int min_x = x, min_y = y, max_x = x, max_y = y;
9159 for (i = 0; i < MAX_PLAYERS; i++)
9161 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9163 if (!stored_player[i].active || &stored_player[i] == player)
9166 min_x = MIN(min_x, jx);
9167 min_y = MIN(min_y, jy);
9168 max_x = MAX(max_x, jx);
9169 max_y = MAX(max_y, jy);
9172 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
9175 static boolean AllPlayersInVisibleScreen()
9179 for (i = 0; i < MAX_PLAYERS; i++)
9181 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9183 if (!stored_player[i].active)
9186 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9193 void ScrollLevel(int dx, int dy)
9195 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
9198 BlitBitmap(drawto_field, drawto_field,
9199 FX + TILEX * (dx == -1) - softscroll_offset,
9200 FY + TILEY * (dy == -1) - softscroll_offset,
9201 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
9202 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
9203 FX + TILEX * (dx == 1) - softscroll_offset,
9204 FY + TILEY * (dy == 1) - softscroll_offset);
9208 x = (dx == 1 ? BX1 : BX2);
9209 for (y = BY1; y <= BY2; y++)
9210 DrawScreenField(x, y);
9215 y = (dy == 1 ? BY1 : BY2);
9216 for (x = BX1; x <= BX2; x++)
9217 DrawScreenField(x, y);
9220 redraw_mask |= REDRAW_FIELD;
9224 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
9226 int nextx = x + dx, nexty = y + dy;
9227 int element = Feld[x][y];
9230 element != EL_SP_PORT_LEFT &&
9231 element != EL_SP_GRAVITY_PORT_LEFT &&
9232 element != EL_SP_PORT_HORIZONTAL &&
9233 element != EL_SP_PORT_ANY) ||
9235 element != EL_SP_PORT_RIGHT &&
9236 element != EL_SP_GRAVITY_PORT_RIGHT &&
9237 element != EL_SP_PORT_HORIZONTAL &&
9238 element != EL_SP_PORT_ANY) ||
9240 element != EL_SP_PORT_UP &&
9241 element != EL_SP_GRAVITY_PORT_UP &&
9242 element != EL_SP_PORT_VERTICAL &&
9243 element != EL_SP_PORT_ANY) ||
9245 element != EL_SP_PORT_DOWN &&
9246 element != EL_SP_GRAVITY_PORT_DOWN &&
9247 element != EL_SP_PORT_VERTICAL &&
9248 element != EL_SP_PORT_ANY) ||
9249 !IN_LEV_FIELD(nextx, nexty) ||
9250 !IS_FREE(nextx, nexty))
9257 static boolean canFallDown(struct PlayerInfo *player)
9259 int jx = player->jx, jy = player->jy;
9261 return (IN_LEV_FIELD(jx, jy + 1) &&
9262 (IS_FREE(jx, jy + 1) ||
9263 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
9264 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
9265 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
9268 static boolean canPassField(int x, int y, int move_dir)
9270 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9271 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9272 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9275 int element = Feld[x][y];
9277 return (IS_PASSABLE_FROM(element, opposite_dir) &&
9278 !CAN_MOVE(element) &&
9279 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9280 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9281 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
9284 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
9286 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9287 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9288 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9292 int nextx = newx + dx;
9293 int nexty = newy + dy;
9297 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9298 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9300 (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
9302 (IS_DIGGABLE(Feld[newx][newy]) ||
9303 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9304 canPassField(newx, newy, move_dir)));
9307 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9308 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9309 (IS_DIGGABLE(Feld[newx][newy]) ||
9310 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9311 canPassField(newx, newy, move_dir)));
9314 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9315 (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
9316 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9317 canPassField(newx, newy, move_dir)));
9319 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9320 (IS_DIGGABLE(Feld[newx][newy]) ||
9321 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9322 (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
9323 !CAN_MOVE(Feld[newx][newy]) &&
9324 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9325 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9326 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
9332 static void CheckGravityMovement(struct PlayerInfo *player)
9334 if (game.gravity && !player->programmed_action)
9337 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
9338 int move_dir_vertical = player->effective_action & MV_VERTICAL;
9340 int move_dir_horizontal = player->action & MV_HORIZONTAL;
9341 int move_dir_vertical = player->action & MV_VERTICAL;
9345 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
9347 boolean player_is_snapping = player->action & JOY_BUTTON_1;
9350 int jx = player->jx, jy = player->jy;
9352 boolean player_is_moving_to_valid_field =
9353 (!player_is_snapping &&
9354 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
9355 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
9359 (player->last_move_dir & MV_HORIZONTAL ?
9360 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
9361 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
9365 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9366 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9367 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9368 int new_jx = jx + dx, new_jy = jy + dy;
9369 int nextx = new_jx + dx, nexty = new_jy + dy;
9375 boolean player_can_fall_down = canFallDown(player);
9377 boolean player_can_fall_down =
9378 (IN_LEV_FIELD(jx, jy + 1) &&
9379 (IS_FREE(jx, jy + 1) ||
9380 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
9384 boolean player_can_fall_down =
9385 (IN_LEV_FIELD(jx, jy + 1) &&
9386 (IS_FREE(jx, jy + 1)));
9390 boolean player_is_moving_to_valid_field =
9393 !player_is_snapping &&
9397 IN_LEV_FIELD(new_jx, new_jy) &&
9398 (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
9399 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9400 element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
9401 IN_LEV_FIELD(nextx, nexty) &&
9402 element_info[Feld[nextx][nexty]].access_direction & move_dir))
9404 IN_LEV_FIELD(new_jx, new_jy) &&
9405 (Feld[new_jx][new_jy] == EL_SP_BASE ||
9406 Feld[new_jx][new_jy] == EL_SAND ||
9407 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9408 canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
9409 /* !!! extend EL_SAND to anything diggable !!! */
9415 boolean player_is_standing_on_valid_field =
9416 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9417 (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
9421 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
9422 player_can_fall_down,
9423 player_is_standing_on_valid_field,
9424 player_is_moving_to_valid_field,
9425 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
9426 player->effective_action,
9427 player->can_fall_into_acid);
9430 if (player_can_fall_down &&
9432 !player_is_standing_on_valid_field &&
9434 !player_is_moving_to_valid_field)
9437 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
9438 jx, jy, FrameCounter);
9441 player->programmed_action = MV_DOWN;
9446 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
9449 return CheckGravityMovement(player);
9452 if (game.gravity && !player->programmed_action)
9454 int jx = player->jx, jy = player->jy;
9455 boolean field_under_player_is_free =
9456 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
9457 boolean player_is_standing_on_valid_field =
9458 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9459 (IS_WALKABLE(Feld[jx][jy]) &&
9460 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
9462 if (field_under_player_is_free && !player_is_standing_on_valid_field)
9463 player->programmed_action = MV_DOWN;
9469 -----------------------------------------------------------------------------
9470 dx, dy: direction (non-diagonal) to try to move the player to
9471 real_dx, real_dy: direction as read from input device (can be diagonal)
9474 boolean MovePlayerOneStep(struct PlayerInfo *player,
9475 int dx, int dy, int real_dx, int real_dy)
9478 static int trigger_sides[4][2] =
9480 /* enter side leave side */
9481 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9482 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9483 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9484 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9486 int move_direction = (dx == -1 ? MV_LEFT :
9487 dx == +1 ? MV_RIGHT :
9489 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9490 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9491 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9493 int jx = player->jx, jy = player->jy;
9494 int new_jx = jx + dx, new_jy = jy + dy;
9498 if (!player->active || (!dx && !dy))
9499 return MF_NO_ACTION;
9501 player->MovDir = (dx < 0 ? MV_LEFT :
9504 dy > 0 ? MV_DOWN : MV_NO_MOVING);
9506 if (!IN_LEV_FIELD(new_jx, new_jy))
9507 return MF_NO_ACTION;
9509 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
9510 return MF_NO_ACTION;
9513 element = MovingOrBlocked2Element(new_jx, new_jy);
9515 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
9518 if (DONT_RUN_INTO(element))
9520 if (element == EL_ACID && dx == 0 && dy == 1)
9522 SplashAcid(new_jx, new_jy);
9523 Feld[jx][jy] = EL_PLAYER_1;
9524 InitMovingField(jx, jy, MV_DOWN);
9525 Store[jx][jy] = EL_ACID;
9526 ContinueMoving(jx, jy);
9530 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
9535 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
9536 if (can_move != MF_MOVING)
9539 /* check if DigField() has caused relocation of the player */
9540 if (player->jx != jx || player->jy != jy)
9541 return MF_NO_ACTION;
9543 StorePlayer[jx][jy] = 0;
9544 player->last_jx = jx;
9545 player->last_jy = jy;
9546 player->jx = new_jx;
9547 player->jy = new_jy;
9548 StorePlayer[new_jx][new_jy] = player->element_nr;
9551 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
9553 player->step_counter++;
9556 player->drop_delay = 0;
9559 PlayerVisit[jx][jy] = FrameCounter;
9561 ScrollPlayer(player, SCROLL_INIT);
9564 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9566 CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
9568 CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
9571 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
9573 CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9574 CE_OTHER_GETS_ENTERED, enter_side);
9575 CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9576 CE_ENTERED_BY_PLAYER, enter_side);
9583 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
9585 int jx = player->jx, jy = player->jy;
9586 int old_jx = jx, old_jy = jy;
9587 int moved = MF_NO_ACTION;
9590 if (!player->active)
9595 if (player->MovPos == 0)
9597 player->is_moving = FALSE;
9598 player->is_digging = FALSE;
9599 player->is_collecting = FALSE;
9600 player->is_snapping = FALSE;
9601 player->is_pushing = FALSE;
9607 if (!player->active || (!dx && !dy))
9612 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9620 printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
9621 player->move_delay + player->move_delay_value);
9624 #if USE_NEW_MOVE_DELAY
9625 if (player->move_delay > 0)
9627 if (!FrameReached(&player->move_delay, player->move_delay_value))
9631 printf("::: can NOT move\n");
9637 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9638 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
9645 printf("::: COULD move now\n");
9648 #if USE_NEW_MOVE_DELAY
9649 player->move_delay = -1; /* set to "uninitialized" value */
9652 /* store if player is automatically moved to next field */
9653 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
9655 /* remove the last programmed player action */
9656 player->programmed_action = 0;
9660 /* should only happen if pre-1.2 tape recordings are played */
9661 /* this is only for backward compatibility */
9663 int original_move_delay_value = player->move_delay_value;
9666 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
9670 /* scroll remaining steps with finest movement resolution */
9671 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
9673 while (player->MovPos)
9675 ScrollPlayer(player, SCROLL_GO_ON);
9676 ScrollScreen(NULL, SCROLL_GO_ON);
9678 #if USE_NEW_MOVE_DELAY
9679 AdvanceFrameAndPlayerCounters(player->index_nr);
9688 player->move_delay_value = original_move_delay_value;
9691 if (player->last_move_dir & MV_HORIZONTAL)
9693 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
9694 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
9698 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
9699 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
9705 if (moved & MF_MOVING && !ScreenMovPos &&
9706 (player == local_player || !options.network))
9708 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
9709 int offset = (setup.scroll_delay ? 3 : 0);
9711 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9713 /* actual player has left the screen -- scroll in that direction */
9714 if (jx != old_jx) /* player has moved horizontally */
9715 scroll_x += (jx - old_jx);
9716 else /* player has moved vertically */
9717 scroll_y += (jy - old_jy);
9721 if (jx != old_jx) /* player has moved horizontally */
9723 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
9724 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
9725 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
9727 /* don't scroll over playfield boundaries */
9728 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
9729 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
9731 /* don't scroll more than one field at a time */
9732 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
9734 /* don't scroll against the player's moving direction */
9735 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
9736 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
9737 scroll_x = old_scroll_x;
9739 else /* player has moved vertically */
9741 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
9742 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
9743 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
9745 /* don't scroll over playfield boundaries */
9746 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
9747 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
9749 /* don't scroll more than one field at a time */
9750 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
9752 /* don't scroll against the player's moving direction */
9753 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
9754 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
9755 scroll_y = old_scroll_y;
9759 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
9761 if (!options.network && !AllPlayersInVisibleScreen())
9763 scroll_x = old_scroll_x;
9764 scroll_y = old_scroll_y;
9768 ScrollScreen(player, SCROLL_INIT);
9769 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
9776 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
9778 if (!(moved & MF_MOVING) && !player->is_pushing)
9783 player->StepFrame = 0;
9785 if (moved & MF_MOVING)
9788 printf("::: REALLY moves now\n");
9791 if (old_jx != jx && old_jy == jy)
9792 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
9793 else if (old_jx == jx && old_jy != jy)
9794 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
9796 DrawLevelField(jx, jy); /* for "crumbled sand" */
9798 player->last_move_dir = player->MovDir;
9799 player->is_moving = TRUE;
9801 player->is_snapping = FALSE;
9805 player->is_switching = FALSE;
9808 player->is_dropping = FALSE;
9812 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
9815 if (game.engine_version < VERSION_IDENT(3,1,0,0))
9818 int move_direction = player->MovDir;
9820 int enter_side = MV_DIR_OPPOSITE(move_direction);
9821 int leave_side = move_direction;
9823 static int trigger_sides[4][2] =
9825 /* enter side leave side */
9826 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9827 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9828 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9829 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9831 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9832 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9834 int old_element = Feld[old_jx][old_jy];
9835 int new_element = Feld[jx][jy];
9838 /* !!! TEST ONLY !!! */
9839 if (IS_CUSTOM_ELEMENT(old_element))
9840 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9842 player->index_bit, leave_side);
9844 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9846 player->index_bit, leave_side);
9848 if (IS_CUSTOM_ELEMENT(new_element))
9849 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9850 player->index_bit, enter_side);
9852 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9853 CE_OTHER_GETS_ENTERED,
9854 player->index_bit, enter_side);
9864 CheckGravityMovementWhenNotMoving(player);
9867 player->last_move_dir = MV_NO_MOVING;
9869 player->is_moving = FALSE;
9871 #if USE_NEW_MOVE_STYLE
9872 /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
9873 /* ensure that the player is also allowed to move in the next frame */
9874 /* (currently, the player is forced to wait eight frames before he can try
9877 player->move_delay = 0; /* allow direct movement in the next frame */
9881 #if USE_NEW_MOVE_DELAY
9882 if (player->move_delay == -1) /* not yet initialized by DigField() */
9883 player->move_delay = player->move_delay_value;
9886 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9888 TestIfHeroTouchesBadThing(jx, jy);
9889 TestIfPlayerTouchesCustomElement(jx, jy);
9892 if (!player->active)
9898 void ScrollPlayer(struct PlayerInfo *player, int mode)
9900 int jx = player->jx, jy = player->jy;
9901 int last_jx = player->last_jx, last_jy = player->last_jy;
9902 int move_stepsize = TILEX / player->move_delay_value;
9904 if (!player->active || !player->MovPos)
9907 if (mode == SCROLL_INIT)
9909 player->actual_frame_counter = FrameCounter;
9910 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9912 #if USE_NEW_BLOCK_STYLE
9913 if (player->block_delay_value > 0 &&
9914 Feld[last_jx][last_jy] == EL_EMPTY)
9916 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9918 MovDelay[last_jx][last_jy] = player->block_delay_value + 1;
9920 ChangeDelay[last_jx][last_jy] = player->block_last_field_delay;
9924 #if USE_NEW_MOVE_STYLE
9925 if (player->block_last_field &&
9926 Feld[last_jx][last_jy] == EL_EMPTY)
9927 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9929 if (Feld[last_jx][last_jy] == EL_EMPTY)
9930 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9940 else if (!FrameReached(&player->actual_frame_counter, 1))
9943 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
9944 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9946 #if USE_NEW_BLOCK_STYLE
9948 if (!player->block_last_field &&
9949 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9951 RemoveField(last_jx, last_jy);
9953 Feld[last_jx][last_jy] = EL_EMPTY;
9957 /* before DrawPlayer() to draw correct player graphic for this case */
9958 if (player->MovPos == 0)
9959 CheckGravityMovement(player);
9962 DrawPlayer(player); /* needed here only to cleanup last field */
9965 if (player->MovPos == 0) /* player reached destination field */
9968 if (player->move_delay_reset_counter > 0)
9970 player->move_delay_reset_counter--;
9972 if (player->move_delay_reset_counter == 0)
9974 /* continue with normal speed after quickly moving through gate */
9975 HALVE_PLAYER_SPEED(player);
9977 /* be able to make the next move without delay */
9978 player->move_delay = 0;
9982 if (IS_PASSABLE(Feld[last_jx][last_jy]))
9984 /* continue with normal speed after quickly moving through gate */
9985 HALVE_PLAYER_SPEED(player);
9987 /* be able to make the next move without delay */
9988 player->move_delay = 0;
9992 #if USE_NEW_BLOCK_STYLE
9994 if (player->block_last_field &&
9995 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9997 RemoveField(last_jx, last_jy);
9999 Feld[last_jx][last_jy] = EL_EMPTY;
10003 player->last_jx = jx;
10004 player->last_jy = jy;
10006 if (Feld[jx][jy] == EL_EXIT_OPEN ||
10007 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
10008 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
10010 DrawPlayer(player); /* needed here only to cleanup last field */
10011 RemoveHero(player);
10013 if (local_player->friends_still_needed == 0 ||
10014 IS_SP_ELEMENT(Feld[jx][jy]))
10015 player->LevelSolved = player->GameOver = TRUE;
10019 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
10020 /* this breaks one level: "machine", level 000 */
10022 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
10025 int move_direction = player->MovDir;
10027 int enter_side = MV_DIR_OPPOSITE(move_direction);
10028 int leave_side = move_direction;
10030 static int trigger_sides[4][2] =
10032 /* enter side leave side */
10033 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
10034 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
10035 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
10036 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
10038 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
10039 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
10041 int old_jx = last_jx;
10042 int old_jy = last_jy;
10043 int old_element = Feld[old_jx][old_jy];
10044 int new_element = Feld[jx][jy];
10047 /* !!! TEST ONLY !!! */
10048 if (IS_CUSTOM_ELEMENT(old_element))
10049 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
10051 player->index_bit, leave_side);
10053 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
10054 CE_OTHER_GETS_LEFT,
10055 player->index_bit, leave_side);
10057 if (IS_CUSTOM_ELEMENT(new_element))
10058 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
10059 player->index_bit, enter_side);
10061 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
10062 CE_OTHER_GETS_ENTERED,
10063 player->index_bit, enter_side);
10069 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10071 TestIfHeroTouchesBadThing(jx, jy);
10072 TestIfPlayerTouchesCustomElement(jx, jy);
10075 /* needed because pushed element has not yet reached its destination,
10076 so it would trigger a change event at its previous field location */
10077 if (!player->is_pushing)
10079 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
10082 if (!player->active)
10083 RemoveHero(player);
10086 if (level.use_step_counter)
10096 if (TimeLeft <= 10 && setup.time_limit)
10097 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10099 DrawGameValue_Time(TimeLeft);
10101 if (!TimeLeft && setup.time_limit)
10102 for (i = 0; i < MAX_PLAYERS; i++)
10103 KillHero(&stored_player[i]);
10105 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10106 DrawGameValue_Time(TimePlayed);
10109 if (tape.single_step && tape.recording && !tape.pausing &&
10110 !player->programmed_action)
10111 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10115 void ScrollScreen(struct PlayerInfo *player, int mode)
10117 static unsigned long screen_frame_counter = 0;
10119 if (mode == SCROLL_INIT)
10121 /* set scrolling step size according to actual player's moving speed */
10122 ScrollStepSize = TILEX / player->move_delay_value;
10124 screen_frame_counter = FrameCounter;
10125 ScreenMovDir = player->MovDir;
10126 ScreenMovPos = player->MovPos;
10127 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10130 else if (!FrameReached(&screen_frame_counter, 1))
10135 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
10136 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10137 redraw_mask |= REDRAW_FIELD;
10140 ScreenMovDir = MV_NO_MOVING;
10143 void TestIfPlayerTouchesCustomElement(int x, int y)
10145 static int xy[4][2] =
10152 static int trigger_sides[4][2] =
10154 /* center side border side */
10155 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10156 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10157 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10158 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10160 static int touch_dir[4] =
10162 MV_LEFT | MV_RIGHT,
10167 int center_element = Feld[x][y]; /* should always be non-moving! */
10170 for (i = 0; i < NUM_DIRECTIONS; i++)
10172 int xx = x + xy[i][0];
10173 int yy = y + xy[i][1];
10174 int center_side = trigger_sides[i][0];
10175 int border_side = trigger_sides[i][1];
10176 int border_element;
10178 if (!IN_LEV_FIELD(xx, yy))
10181 if (IS_PLAYER(x, y))
10183 struct PlayerInfo *player = PLAYERINFO(x, y);
10185 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10186 border_element = Feld[xx][yy]; /* may be moving! */
10187 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10188 border_element = Feld[xx][yy];
10189 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10190 border_element = MovingOrBlocked2Element(xx, yy);
10192 continue; /* center and border element do not touch */
10195 /* !!! TEST ONLY !!! */
10196 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
10197 player->index_bit, border_side);
10198 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
10199 CE_OTHER_GETS_TOUCHED,
10200 player->index_bit, border_side);
10202 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
10203 CE_OTHER_GETS_TOUCHED,
10204 player->index_bit, border_side);
10205 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
10206 player->index_bit, border_side);
10209 else if (IS_PLAYER(xx, yy))
10211 struct PlayerInfo *player = PLAYERINFO(xx, yy);
10213 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10215 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10216 continue; /* center and border element do not touch */
10220 /* !!! TEST ONLY !!! */
10221 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10222 player->index_bit, center_side);
10223 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10224 CE_OTHER_GETS_TOUCHED,
10225 player->index_bit, center_side);
10227 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10228 CE_OTHER_GETS_TOUCHED,
10229 player->index_bit, center_side);
10230 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10231 player->index_bit, center_side);
10239 void TestIfElementTouchesCustomElement(int x, int y)
10241 static int xy[4][2] =
10248 static int trigger_sides[4][2] =
10250 /* center side border side */
10251 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10252 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10253 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10254 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10256 static int touch_dir[4] =
10258 MV_LEFT | MV_RIGHT,
10263 boolean change_center_element = FALSE;
10264 int center_element_change_page = 0;
10265 int center_element = Feld[x][y]; /* should always be non-moving! */
10266 int border_trigger_element = EL_UNDEFINED;
10269 for (i = 0; i < NUM_DIRECTIONS; i++)
10271 int xx = x + xy[i][0];
10272 int yy = y + xy[i][1];
10273 int center_side = trigger_sides[i][0];
10274 int border_side = trigger_sides[i][1];
10275 int border_element;
10277 if (!IN_LEV_FIELD(xx, yy))
10280 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10281 border_element = Feld[xx][yy]; /* may be moving! */
10282 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10283 border_element = Feld[xx][yy];
10284 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10285 border_element = MovingOrBlocked2Element(xx, yy);
10287 continue; /* center and border element do not touch */
10289 /* check for change of center element (but change it only once) */
10290 if (IS_CUSTOM_ELEMENT(center_element) &&
10291 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
10292 !change_center_element)
10294 for (j = 0; j < element_info[center_element].num_change_pages; j++)
10296 struct ElementChangeInfo *change =
10297 &element_info[center_element].change_page[j];
10299 if (change->can_change &&
10300 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10301 change->trigger_side & border_side &&
10303 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
10305 change->trigger_element == border_element
10309 change_center_element = TRUE;
10310 center_element_change_page = j;
10311 border_trigger_element = border_element;
10318 /* check for change of border element */
10319 if (IS_CUSTOM_ELEMENT(border_element) &&
10320 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
10322 for (j = 0; j < element_info[border_element].num_change_pages; j++)
10324 struct ElementChangeInfo *change =
10325 &element_info[border_element].change_page[j];
10327 if (change->can_change &&
10328 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10329 change->trigger_side & center_side &&
10331 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
10333 change->trigger_element == center_element
10338 printf("::: border_element %d, %d\n", x, y);
10341 CheckElementChangeByPage(xx, yy, border_element, center_element,
10342 CE_OTHER_IS_TOUCHING, j);
10349 if (change_center_element)
10352 printf("::: center_element %d, %d\n", x, y);
10355 CheckElementChangeByPage(x, y, center_element, border_trigger_element,
10356 CE_OTHER_IS_TOUCHING, center_element_change_page);
10360 void TestIfElementHitsCustomElement(int x, int y, int direction)
10362 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10363 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10364 int hitx = x + dx, hity = y + dy;
10365 int hitting_element = Feld[x][y];
10366 int touched_element;
10368 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10369 !IS_FREE(hitx, hity) &&
10370 (!IS_MOVING(hitx, hity) ||
10371 MovDir[hitx][hity] != direction ||
10372 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10375 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10379 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10383 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10384 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10386 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10387 CE_HITTING_SOMETHING, direction);
10389 if (IN_LEV_FIELD(hitx, hity))
10391 int opposite_direction = MV_DIR_OPPOSITE(direction);
10392 int hitting_side = direction;
10393 int touched_side = opposite_direction;
10395 int touched_element = MovingOrBlocked2Element(hitx, hity);
10398 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10399 MovDir[hitx][hity] != direction ||
10400 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10409 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10410 CE_HIT_BY_SOMETHING, opposite_direction);
10412 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10413 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
10415 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10417 struct ElementChangeInfo *change =
10418 &element_info[hitting_element].change_page[i];
10420 if (change->can_change &&
10421 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
10422 change->trigger_side & touched_side &&
10425 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10427 change->trigger_element == touched_element
10431 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10432 CE_OTHER_IS_HITTING, i);
10438 if (IS_CUSTOM_ELEMENT(touched_element) &&
10439 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
10441 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10443 struct ElementChangeInfo *change =
10444 &element_info[touched_element].change_page[i];
10446 if (change->can_change &&
10447 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
10448 change->trigger_side & hitting_side &&
10450 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10452 change->trigger_element == hitting_element
10456 CheckElementChangeByPage(hitx, hity, touched_element,
10457 hitting_element, CE_OTHER_GETS_HIT, i);
10467 void TestIfElementSmashesCustomElement(int x, int y, int direction)
10469 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10470 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10471 int hitx = x + dx, hity = y + dy;
10472 int hitting_element = Feld[x][y];
10473 int touched_element;
10475 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10476 !IS_FREE(hitx, hity) &&
10477 (!IS_MOVING(hitx, hity) ||
10478 MovDir[hitx][hity] != direction ||
10479 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10482 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10486 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10490 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10491 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10493 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10494 EP_CAN_SMASH_EVERYTHING, direction);
10496 if (IN_LEV_FIELD(hitx, hity))
10498 int opposite_direction = MV_DIR_OPPOSITE(direction);
10499 int hitting_side = direction;
10500 int touched_side = opposite_direction;
10502 int touched_element = MovingOrBlocked2Element(hitx, hity);
10505 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10506 MovDir[hitx][hity] != direction ||
10507 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10516 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10517 CE_SMASHED_BY_SOMETHING, opposite_direction);
10519 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10520 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
10522 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10524 struct ElementChangeInfo *change =
10525 &element_info[hitting_element].change_page[i];
10527 if (change->can_change &&
10528 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
10529 change->trigger_side & touched_side &&
10532 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10534 change->trigger_element == touched_element
10538 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10539 CE_OTHER_IS_SMASHING, i);
10545 if (IS_CUSTOM_ELEMENT(touched_element) &&
10546 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
10548 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10550 struct ElementChangeInfo *change =
10551 &element_info[touched_element].change_page[i];
10553 if (change->can_change &&
10554 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
10555 change->trigger_side & hitting_side &&
10557 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10559 change->trigger_element == hitting_element
10563 CheckElementChangeByPage(hitx, hity, touched_element,
10564 hitting_element, CE_OTHER_GETS_SMASHED,i);
10574 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
10576 int i, kill_x = -1, kill_y = -1;
10577 int bad_element = -1;
10578 static int test_xy[4][2] =
10585 static int test_dir[4] =
10593 for (i = 0; i < NUM_DIRECTIONS; i++)
10595 int test_x, test_y, test_move_dir, test_element;
10597 test_x = good_x + test_xy[i][0];
10598 test_y = good_y + test_xy[i][1];
10600 if (!IN_LEV_FIELD(test_x, test_y))
10604 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10607 test_element = Feld[test_x][test_y];
10609 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
10612 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10613 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10615 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
10616 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
10620 bad_element = test_element;
10626 if (kill_x != -1 || kill_y != -1)
10628 if (IS_PLAYER(good_x, good_y))
10630 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
10633 if (player->shield_deadly_time_left > 0 &&
10634 !IS_INDESTRUCTIBLE(bad_element))
10635 Bang(kill_x, kill_y);
10636 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10639 if (player->shield_deadly_time_left > 0)
10640 Bang(kill_x, kill_y);
10641 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10646 Bang(good_x, good_y);
10650 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
10652 int i, kill_x = -1, kill_y = -1;
10653 int bad_element = Feld[bad_x][bad_y];
10654 static int test_xy[4][2] =
10661 static int touch_dir[4] =
10663 MV_LEFT | MV_RIGHT,
10668 static int test_dir[4] =
10676 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
10679 for (i = 0; i < NUM_DIRECTIONS; i++)
10681 int test_x, test_y, test_move_dir, test_element;
10683 test_x = bad_x + test_xy[i][0];
10684 test_y = bad_y + test_xy[i][1];
10685 if (!IN_LEV_FIELD(test_x, test_y))
10689 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10691 test_element = Feld[test_x][test_y];
10693 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10694 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10696 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
10697 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
10699 /* good thing is player or penguin that does not move away */
10700 if (IS_PLAYER(test_x, test_y))
10702 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
10704 if (bad_element == EL_ROBOT && player->is_moving)
10705 continue; /* robot does not kill player if he is moving */
10707 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10709 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10710 continue; /* center and border element do not touch */
10717 else if (test_element == EL_PENGUIN)
10726 if (kill_x != -1 || kill_y != -1)
10728 if (IS_PLAYER(kill_x, kill_y))
10730 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
10733 if (player->shield_deadly_time_left > 0 &&
10734 !IS_INDESTRUCTIBLE(bad_element))
10735 Bang(bad_x, bad_y);
10736 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10739 if (player->shield_deadly_time_left > 0)
10740 Bang(bad_x, bad_y);
10741 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10746 Bang(kill_x, kill_y);
10750 void TestIfHeroTouchesBadThing(int x, int y)
10752 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10755 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
10757 TestIfGoodThingHitsBadThing(x, y, move_dir);
10760 void TestIfBadThingTouchesHero(int x, int y)
10762 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10765 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
10767 TestIfBadThingHitsGoodThing(x, y, move_dir);
10770 void TestIfFriendTouchesBadThing(int x, int y)
10772 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10775 void TestIfBadThingTouchesFriend(int x, int y)
10777 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10780 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
10782 int i, kill_x = bad_x, kill_y = bad_y;
10783 static int xy[4][2] =
10791 for (i = 0; i < NUM_DIRECTIONS; i++)
10795 x = bad_x + xy[i][0];
10796 y = bad_y + xy[i][1];
10797 if (!IN_LEV_FIELD(x, y))
10800 element = Feld[x][y];
10801 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
10802 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
10810 if (kill_x != bad_x || kill_y != bad_y)
10811 Bang(bad_x, bad_y);
10814 void KillHero(struct PlayerInfo *player)
10816 int jx = player->jx, jy = player->jy;
10818 if (!player->active)
10821 /* remove accessible field at the player's position */
10822 Feld[jx][jy] = EL_EMPTY;
10824 /* deactivate shield (else Bang()/Explode() would not work right) */
10825 player->shield_normal_time_left = 0;
10826 player->shield_deadly_time_left = 0;
10832 static void KillHeroUnlessEnemyProtected(int x, int y)
10834 if (!PLAYER_ENEMY_PROTECTED(x, y))
10835 KillHero(PLAYERINFO(x, y));
10838 static void KillHeroUnlessExplosionProtected(int x, int y)
10840 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
10841 KillHero(PLAYERINFO(x, y));
10844 void BuryHero(struct PlayerInfo *player)
10846 int jx = player->jx, jy = player->jy;
10848 if (!player->active)
10852 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
10854 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
10856 PlayLevelSound(jx, jy, SND_GAME_LOSING);
10858 player->GameOver = TRUE;
10859 RemoveHero(player);
10862 void RemoveHero(struct PlayerInfo *player)
10864 int jx = player->jx, jy = player->jy;
10865 int i, found = FALSE;
10867 player->present = FALSE;
10868 player->active = FALSE;
10870 if (!ExplodeField[jx][jy])
10871 StorePlayer[jx][jy] = 0;
10873 for (i = 0; i < MAX_PLAYERS; i++)
10874 if (stored_player[i].active)
10878 AllPlayersGone = TRUE;
10885 =============================================================================
10886 checkDiagonalPushing()
10887 -----------------------------------------------------------------------------
10888 check if diagonal input device direction results in pushing of object
10889 (by checking if the alternative direction is walkable, diggable, ...)
10890 =============================================================================
10893 static boolean checkDiagonalPushing(struct PlayerInfo *player,
10894 int x, int y, int real_dx, int real_dy)
10896 int jx, jy, dx, dy, xx, yy;
10898 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
10901 /* diagonal direction: check alternative direction */
10906 xx = jx + (dx == 0 ? real_dx : 0);
10907 yy = jy + (dy == 0 ? real_dy : 0);
10909 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
10913 =============================================================================
10915 -----------------------------------------------------------------------------
10916 x, y: field next to player (non-diagonal) to try to dig to
10917 real_dx, real_dy: direction as read from input device (can be diagonal)
10918 =============================================================================
10921 int DigField(struct PlayerInfo *player,
10922 int oldx, int oldy, int x, int y,
10923 int real_dx, int real_dy, int mode)
10926 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
10928 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
10929 boolean player_was_pushing = player->is_pushing;
10930 int jx = oldx, jy = oldy;
10931 int dx = x - jx, dy = y - jy;
10932 int nextx = x + dx, nexty = y + dy;
10933 int move_direction = (dx == -1 ? MV_LEFT :
10934 dx == +1 ? MV_RIGHT :
10936 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10937 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
10939 int dig_side = MV_DIR_OPPOSITE(move_direction);
10941 static int trigger_sides[4] =
10943 CH_SIDE_RIGHT, /* moving left */
10944 CH_SIDE_LEFT, /* moving right */
10945 CH_SIDE_BOTTOM, /* moving up */
10946 CH_SIDE_TOP, /* moving down */
10948 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
10950 int old_element = Feld[jx][jy];
10953 if (is_player) /* function can also be called by EL_PENGUIN */
10955 if (player->MovPos == 0)
10957 player->is_digging = FALSE;
10958 player->is_collecting = FALSE;
10961 if (player->MovPos == 0) /* last pushing move finished */
10962 player->is_pushing = FALSE;
10964 if (mode == DF_NO_PUSH) /* player just stopped pushing */
10966 player->is_switching = FALSE;
10967 #if USE_NEW_PUSH_DELAY
10968 player->push_delay = -1;
10970 player->push_delay = 0;
10973 return MF_NO_ACTION;
10977 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
10978 return MF_NO_ACTION;
10983 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
10985 if (IS_TUBE(Feld[jx][jy]) ||
10986 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
10990 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
10991 int tube_leave_directions[][2] =
10993 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10994 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10995 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10996 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
10997 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
10998 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
10999 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
11000 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
11001 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
11002 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
11003 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
11004 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
11007 while (tube_leave_directions[i][0] != tube_element)
11010 if (tube_leave_directions[i][0] == -1) /* should not happen */
11014 if (!(tube_leave_directions[i][1] & move_direction))
11015 return MF_NO_ACTION; /* tube has no opening in this direction */
11020 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
11021 old_element = Back[jx][jy];
11025 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
11026 return MF_NO_ACTION; /* field has no opening in this direction */
11028 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
11029 return MF_NO_ACTION; /* field has no opening in this direction */
11031 element = Feld[x][y];
11033 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
11034 return MF_NO_ACTION;
11036 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
11037 game.engine_version >= VERSION_IDENT(2,2,0,0))
11038 return MF_NO_ACTION;
11041 if (game.gravity && is_player && !player->is_auto_moving &&
11042 canFallDown(player) && move_direction != MV_DOWN &&
11043 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
11044 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11048 if (element == EL_EMPTY_SPACE &&
11049 game.gravity && !player->is_auto_moving &&
11050 canFallDown(player) && move_direction != MV_DOWN)
11051 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11057 case EL_SP_PORT_LEFT:
11058 case EL_SP_PORT_RIGHT:
11059 case EL_SP_PORT_UP:
11060 case EL_SP_PORT_DOWN:
11061 case EL_SP_PORT_HORIZONTAL:
11062 case EL_SP_PORT_VERTICAL:
11063 case EL_SP_PORT_ANY:
11064 case EL_SP_GRAVITY_PORT_LEFT:
11065 case EL_SP_GRAVITY_PORT_RIGHT:
11066 case EL_SP_GRAVITY_PORT_UP:
11067 case EL_SP_GRAVITY_PORT_DOWN:
11069 if (!canEnterSupaplexPort(x, y, dx, dy))
11070 return MF_NO_ACTION;
11073 element != EL_SP_PORT_LEFT &&
11074 element != EL_SP_GRAVITY_PORT_LEFT &&
11075 element != EL_SP_PORT_HORIZONTAL &&
11076 element != EL_SP_PORT_ANY) ||
11078 element != EL_SP_PORT_RIGHT &&
11079 element != EL_SP_GRAVITY_PORT_RIGHT &&
11080 element != EL_SP_PORT_HORIZONTAL &&
11081 element != EL_SP_PORT_ANY) ||
11083 element != EL_SP_PORT_UP &&
11084 element != EL_SP_GRAVITY_PORT_UP &&
11085 element != EL_SP_PORT_VERTICAL &&
11086 element != EL_SP_PORT_ANY) ||
11088 element != EL_SP_PORT_DOWN &&
11089 element != EL_SP_GRAVITY_PORT_DOWN &&
11090 element != EL_SP_PORT_VERTICAL &&
11091 element != EL_SP_PORT_ANY) ||
11092 !IN_LEV_FIELD(nextx, nexty) ||
11093 !IS_FREE(nextx, nexty))
11094 return MF_NO_ACTION;
11097 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11098 element == EL_SP_GRAVITY_PORT_RIGHT ||
11099 element == EL_SP_GRAVITY_PORT_UP ||
11100 element == EL_SP_GRAVITY_PORT_DOWN)
11101 game.gravity = !game.gravity;
11103 /* automatically move to the next field with double speed */
11104 player->programmed_action = move_direction;
11106 if (player->move_delay_reset_counter == 0)
11108 player->move_delay_reset_counter = 2; /* two double speed steps */
11110 DOUBLE_PLAYER_SPEED(player);
11113 player->move_delay_reset_counter = 2;
11115 DOUBLE_PLAYER_SPEED(player);
11119 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
11122 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
11128 case EL_TUBE_VERTICAL:
11129 case EL_TUBE_HORIZONTAL:
11130 case EL_TUBE_VERTICAL_LEFT:
11131 case EL_TUBE_VERTICAL_RIGHT:
11132 case EL_TUBE_HORIZONTAL_UP:
11133 case EL_TUBE_HORIZONTAL_DOWN:
11134 case EL_TUBE_LEFT_UP:
11135 case EL_TUBE_LEFT_DOWN:
11136 case EL_TUBE_RIGHT_UP:
11137 case EL_TUBE_RIGHT_DOWN:
11140 int tube_enter_directions[][2] =
11142 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
11143 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
11144 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
11145 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
11146 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
11147 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
11148 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
11149 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
11150 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
11151 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
11152 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
11153 { -1, MV_NO_MOVING }
11156 while (tube_enter_directions[i][0] != element)
11159 if (tube_enter_directions[i][0] == -1) /* should not happen */
11163 if (!(tube_enter_directions[i][1] & move_direction))
11164 return MF_NO_ACTION; /* tube has no opening in this direction */
11166 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
11174 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
11176 if (IS_WALKABLE(element))
11179 int sound_element = SND_ELEMENT(element);
11180 int sound_action = ACTION_WALKING;
11183 if (!ACCESS_FROM(element, opposite_direction))
11184 return MF_NO_ACTION; /* field not accessible from this direction */
11188 if (element == EL_EMPTY_SPACE &&
11189 game.gravity && !player->is_auto_moving &&
11190 canFallDown(player) && move_direction != MV_DOWN)
11191 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11194 if (IS_GATE(element))
11196 if (!player->key[element - EL_GATE_1])
11197 return MF_NO_ACTION;
11199 else if (IS_GATE_GRAY(element))
11201 if (!player->key[element - EL_GATE_1_GRAY])
11202 return MF_NO_ACTION;
11204 else if (element == EL_EXIT_OPEN ||
11205 element == EL_SP_EXIT_OPEN ||
11206 element == EL_SP_EXIT_OPENING)
11208 sound_action = ACTION_PASSING; /* player is passing exit */
11210 else if (element == EL_EMPTY)
11212 sound_action = ACTION_MOVING; /* nothing to walk on */
11215 /* play sound from background or player, whatever is available */
11216 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
11217 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
11219 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
11224 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
11226 else if (IS_PASSABLE(element))
11230 if (!canPassField(x, y, move_direction))
11231 return MF_NO_ACTION;
11236 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
11237 !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
11238 (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
11239 return MF_NO_ACTION;
11241 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
11242 return MF_NO_ACTION;
11247 if (!ACCESS_FROM(element, opposite_direction))
11248 return MF_NO_ACTION; /* field not accessible from this direction */
11250 if (IS_CUSTOM_ELEMENT(element) &&
11251 !ACCESS_FROM(element, opposite_direction))
11252 return MF_NO_ACTION; /* field not accessible from this direction */
11256 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
11257 return MF_NO_ACTION;
11262 if (IS_EM_GATE(element))
11264 if (!player->key[element - EL_EM_GATE_1])
11265 return MF_NO_ACTION;
11267 else if (IS_EM_GATE_GRAY(element))
11269 if (!player->key[element - EL_EM_GATE_1_GRAY])
11270 return MF_NO_ACTION;
11272 else if (IS_SP_PORT(element))
11274 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11275 element == EL_SP_GRAVITY_PORT_RIGHT ||
11276 element == EL_SP_GRAVITY_PORT_UP ||
11277 element == EL_SP_GRAVITY_PORT_DOWN)
11278 game.gravity = !game.gravity;
11279 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
11280 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
11281 element == EL_SP_GRAVITY_ON_PORT_UP ||
11282 element == EL_SP_GRAVITY_ON_PORT_DOWN)
11283 game.gravity = TRUE;
11284 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
11285 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
11286 element == EL_SP_GRAVITY_OFF_PORT_UP ||
11287 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
11288 game.gravity = FALSE;
11291 /* automatically move to the next field with double speed */
11292 player->programmed_action = move_direction;
11294 if (player->move_delay_reset_counter == 0)
11296 player->move_delay_reset_counter = 2; /* two double speed steps */
11298 DOUBLE_PLAYER_SPEED(player);
11301 player->move_delay_reset_counter = 2;
11303 DOUBLE_PLAYER_SPEED(player);
11306 PlayLevelSoundAction(x, y, ACTION_PASSING);
11310 else if (IS_DIGGABLE(element))
11314 if (mode != DF_SNAP)
11317 GfxElement[x][y] = GFX_ELEMENT(element);
11320 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
11322 player->is_digging = TRUE;
11325 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
11327 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
11328 player->index_bit, dig_side);
11331 if (mode == DF_SNAP)
11332 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11337 else if (IS_COLLECTIBLE(element))
11341 if (is_player && mode != DF_SNAP)
11343 GfxElement[x][y] = element;
11344 player->is_collecting = TRUE;
11347 if (element == EL_SPEED_PILL)
11348 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
11349 else if (element == EL_EXTRA_TIME && level.time > 0)
11352 DrawGameValue_Time(TimeLeft);
11354 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
11356 player->shield_normal_time_left += 10;
11357 if (element == EL_SHIELD_DEADLY)
11358 player->shield_deadly_time_left += 10;
11360 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
11362 if (player->inventory_size < MAX_INVENTORY_SIZE)
11363 player->inventory_element[player->inventory_size++] = element;
11365 DrawGameValue_Dynamite(local_player->inventory_size);
11367 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
11369 player->dynabomb_count++;
11370 player->dynabombs_left++;
11372 else if (element == EL_DYNABOMB_INCREASE_SIZE)
11374 player->dynabomb_size++;
11376 else if (element == EL_DYNABOMB_INCREASE_POWER)
11378 player->dynabomb_xl = TRUE;
11380 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
11381 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
11383 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
11384 element - EL_KEY_1 : element - EL_EM_KEY_1);
11386 player->key[key_nr] = TRUE;
11388 DrawGameValue_Keys(player);
11390 redraw_mask |= REDRAW_DOOR_1;
11392 else if (IS_ENVELOPE(element))
11395 player->show_envelope = element;
11397 ShowEnvelope(element - EL_ENVELOPE_1);
11400 else if (IS_DROPPABLE(element) ||
11401 IS_THROWABLE(element)) /* can be collected and dropped */
11405 if (element_info[element].collect_count == 0)
11406 player->inventory_infinite_element = element;
11408 for (i = 0; i < element_info[element].collect_count; i++)
11409 if (player->inventory_size < MAX_INVENTORY_SIZE)
11410 player->inventory_element[player->inventory_size++] = element;
11412 DrawGameValue_Dynamite(local_player->inventory_size);
11414 else if (element_info[element].collect_count > 0)
11416 local_player->gems_still_needed -=
11417 element_info[element].collect_count;
11418 if (local_player->gems_still_needed < 0)
11419 local_player->gems_still_needed = 0;
11421 DrawGameValue_Emeralds(local_player->gems_still_needed);
11424 RaiseScoreElement(element);
11425 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
11428 CheckTriggeredElementChangeByPlayer(x, y, element,
11429 CE_OTHER_GETS_COLLECTED,
11430 player->index_bit, dig_side);
11433 if (mode == DF_SNAP)
11434 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11439 else if (IS_PUSHABLE(element))
11441 if (mode == DF_SNAP && element != EL_BD_ROCK)
11442 return MF_NO_ACTION;
11444 if (CAN_FALL(element) && dy)
11445 return MF_NO_ACTION;
11447 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
11448 !(element == EL_SPRING && level.use_spring_bug))
11449 return MF_NO_ACTION;
11452 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
11453 ((move_direction & MV_VERTICAL &&
11454 ((element_info[element].move_pattern & MV_LEFT &&
11455 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
11456 (element_info[element].move_pattern & MV_RIGHT &&
11457 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
11458 (move_direction & MV_HORIZONTAL &&
11459 ((element_info[element].move_pattern & MV_UP &&
11460 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
11461 (element_info[element].move_pattern & MV_DOWN &&
11462 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
11463 return MF_NO_ACTION;
11467 /* do not push elements already moving away faster than player */
11468 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
11469 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
11470 return MF_NO_ACTION;
11472 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
11473 return MF_NO_ACTION;
11479 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
11481 if (player->push_delay_value == -1 || !player_was_pushing)
11482 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11484 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11486 if (player->push_delay_value == -1)
11487 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11490 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11492 if (player->push_delay_value == -1 || !player_was_pushing)
11493 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11496 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
11498 if (!player->is_pushing)
11499 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11503 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
11504 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
11505 !player_is_pushing))
11506 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11509 if (!player->is_pushing &&
11510 game.engine_version >= VERSION_IDENT(2,2,0,7))
11511 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11515 printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
11516 player->push_delay, player->push_delay_value,
11517 FrameCounter, game.engine_version,
11518 player_was_pushing, player->is_pushing,
11519 element, element_info[element].token_name,
11520 GET_NEW_PUSH_DELAY(element));
11523 player->is_pushing = TRUE;
11525 if (!(IN_LEV_FIELD(nextx, nexty) &&
11526 (IS_FREE(nextx, nexty) ||
11527 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
11528 IS_SB_ELEMENT(element)))))
11529 return MF_NO_ACTION;
11531 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
11532 return MF_NO_ACTION;
11534 #if USE_NEW_PUSH_DELAY
11537 if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
11538 printf("::: ALERT: %d, %d [%d / %d]\n",
11539 player->push_delay, player->push_delay2,
11540 FrameCounter, FrameCounter / 50);
11543 if (player->push_delay == -1) /* new pushing; restart delay */
11544 player->push_delay = 0;
11546 if (player->push_delay == 0) /* new pushing; restart delay */
11547 player->push_delay = FrameCounter;
11550 #if USE_NEW_PUSH_DELAY
11552 if ( (player->push_delay > 0) != (!xxx_fr) )
11553 printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
11554 player->push_delay,
11555 xxx_pdv2, player->push_delay2, player->push_delay_value,
11556 FrameCounter, FrameCounter / 50);
11560 if (player->push_delay > 0 &&
11561 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11562 element != EL_SPRING && element != EL_BALLOON)
11565 if (player->push_delay < player->push_delay_value &&
11566 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11567 element != EL_SPRING && element != EL_BALLOON)
11571 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
11572 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11573 element != EL_SPRING && element != EL_BALLOON)
11576 /* make sure that there is no move delay before next try to push */
11577 #if USE_NEW_MOVE_DELAY
11578 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11579 player->move_delay = 0;
11581 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11582 player->move_delay = INITIAL_MOVE_DELAY_OFF;
11585 return MF_NO_ACTION;
11589 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
11592 if (IS_SB_ELEMENT(element))
11594 if (element == EL_SOKOBAN_FIELD_FULL)
11596 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
11597 local_player->sokobanfields_still_needed++;
11600 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
11602 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
11603 local_player->sokobanfields_still_needed--;
11606 Feld[x][y] = EL_SOKOBAN_OBJECT;
11608 if (Back[x][y] == Back[nextx][nexty])
11609 PlayLevelSoundAction(x, y, ACTION_PUSHING);
11610 else if (Back[x][y] != 0)
11611 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
11614 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
11617 if (local_player->sokobanfields_still_needed == 0 &&
11618 game.emulation == EMU_SOKOBAN)
11620 player->LevelSolved = player->GameOver = TRUE;
11621 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
11625 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
11627 InitMovingField(x, y, move_direction);
11628 GfxAction[x][y] = ACTION_PUSHING;
11630 if (mode == DF_SNAP)
11631 ContinueMoving(x, y);
11633 MovPos[x][y] = (dx != 0 ? dx : dy);
11635 Pushed[x][y] = TRUE;
11636 Pushed[nextx][nexty] = TRUE;
11638 if (game.engine_version < VERSION_IDENT(2,2,0,7))
11639 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11641 player->push_delay_value = -1; /* get new value later */
11644 /* check for element change _after_ element has been pushed! */
11648 /* !!! TEST ONLY !!! */
11649 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11650 player->index_bit, dig_side);
11651 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11652 player->index_bit, dig_side);
11654 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11655 player->index_bit, dig_side);
11656 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11657 player->index_bit, dig_side);
11663 else if (IS_SWITCHABLE(element))
11665 if (PLAYER_SWITCHING(player, x, y))
11667 CheckTriggeredElementChangeByPlayer(x,y, element,
11668 CE_OTHER_GETS_PRESSED,
11669 player->index_bit, dig_side);
11674 player->is_switching = TRUE;
11675 player->switch_x = x;
11676 player->switch_y = y;
11678 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
11680 if (element == EL_ROBOT_WHEEL)
11682 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
11686 DrawLevelField(x, y);
11688 else if (element == EL_SP_TERMINAL)
11692 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
11694 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
11696 else if (Feld[xx][yy] == EL_SP_TERMINAL)
11697 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
11700 else if (IS_BELT_SWITCH(element))
11702 ToggleBeltSwitch(x, y);
11704 else if (element == EL_SWITCHGATE_SWITCH_UP ||
11705 element == EL_SWITCHGATE_SWITCH_DOWN)
11707 ToggleSwitchgateSwitch(x, y);
11709 else if (element == EL_LIGHT_SWITCH ||
11710 element == EL_LIGHT_SWITCH_ACTIVE)
11712 ToggleLightSwitch(x, y);
11715 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
11716 SND_LIGHT_SWITCH_ACTIVATING :
11717 SND_LIGHT_SWITCH_DEACTIVATING);
11720 else if (element == EL_TIMEGATE_SWITCH)
11722 ActivateTimegateSwitch(x, y);
11724 else if (element == EL_BALLOON_SWITCH_LEFT ||
11725 element == EL_BALLOON_SWITCH_RIGHT ||
11726 element == EL_BALLOON_SWITCH_UP ||
11727 element == EL_BALLOON_SWITCH_DOWN ||
11728 element == EL_BALLOON_SWITCH_ANY)
11730 if (element == EL_BALLOON_SWITCH_ANY)
11731 game.balloon_dir = move_direction;
11733 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
11734 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
11735 element == EL_BALLOON_SWITCH_UP ? MV_UP :
11736 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
11739 else if (element == EL_LAMP)
11741 Feld[x][y] = EL_LAMP_ACTIVE;
11742 local_player->lights_still_needed--;
11744 DrawLevelField(x, y);
11746 else if (element == EL_TIME_ORB_FULL)
11748 Feld[x][y] = EL_TIME_ORB_EMPTY;
11750 DrawGameValue_Time(TimeLeft);
11752 DrawLevelField(x, y);
11755 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
11759 CheckTriggeredElementChangeByPlayer(x, y, element,
11760 CE_OTHER_IS_SWITCHING,
11761 player->index_bit, dig_side);
11763 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11764 player->index_bit, dig_side);
11770 if (!PLAYER_SWITCHING(player, x, y))
11772 player->is_switching = TRUE;
11773 player->switch_x = x;
11774 player->switch_y = y;
11777 /* !!! TEST ONLY !!! */
11778 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11779 player->index_bit, dig_side);
11780 CheckTriggeredElementChangeByPlayer(x, y, element,
11781 CE_OTHER_IS_SWITCHING,
11782 player->index_bit, dig_side);
11784 CheckTriggeredElementChangeByPlayer(x, y, element,
11785 CE_OTHER_IS_SWITCHING,
11786 player->index_bit, dig_side);
11787 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11788 player->index_bit, dig_side);
11793 /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
11794 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11795 player->index_bit, dig_side);
11796 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11797 player->index_bit, dig_side);
11799 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11800 player->index_bit, dig_side);
11801 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11802 player->index_bit, dig_side);
11806 return MF_NO_ACTION;
11809 #if USE_NEW_PUSH_DELAY
11810 player->push_delay = -1;
11812 player->push_delay = 0;
11815 if (Feld[x][y] != element) /* really digged/collected something */
11816 player->is_collecting = !player->is_digging;
11821 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
11823 int jx = player->jx, jy = player->jy;
11824 int x = jx + dx, y = jy + dy;
11825 int snap_direction = (dx == -1 ? MV_LEFT :
11826 dx == +1 ? MV_RIGHT :
11828 dy == +1 ? MV_DOWN : MV_NO_MOVING);
11831 if (player->MovPos != 0)
11834 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
11838 if (!player->active || !IN_LEV_FIELD(x, y))
11846 if (player->MovPos == 0)
11847 player->is_pushing = FALSE;
11849 player->is_snapping = FALSE;
11851 if (player->MovPos == 0)
11853 player->is_moving = FALSE;
11854 player->is_digging = FALSE;
11855 player->is_collecting = FALSE;
11861 if (player->is_snapping)
11864 player->MovDir = snap_direction;
11867 if (player->MovPos == 0)
11870 player->is_moving = FALSE;
11871 player->is_digging = FALSE;
11872 player->is_collecting = FALSE;
11875 player->is_dropping = FALSE;
11877 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
11880 player->is_snapping = TRUE;
11883 if (player->MovPos == 0)
11886 player->is_moving = FALSE;
11887 player->is_digging = FALSE;
11888 player->is_collecting = FALSE;
11892 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
11893 DrawLevelField(player->last_jx, player->last_jy);
11896 DrawLevelField(x, y);
11905 boolean DropElement(struct PlayerInfo *player)
11907 int old_element, new_element;
11908 int dropx = player->jx, dropy = player->jy;
11909 int drop_direction = player->MovDir;
11911 int drop_side = drop_direction;
11913 static int trigger_sides[4] =
11915 CH_SIDE_LEFT, /* dropping left */
11916 CH_SIDE_RIGHT, /* dropping right */
11917 CH_SIDE_TOP, /* dropping up */
11918 CH_SIDE_BOTTOM, /* dropping down */
11920 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
11922 int drop_element = (player->inventory_size > 0 ?
11923 player->inventory_element[player->inventory_size - 1] :
11924 player->inventory_infinite_element != EL_UNDEFINED ?
11925 player->inventory_infinite_element :
11926 player->dynabombs_left > 0 ?
11927 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
11930 if (IS_THROWABLE(drop_element))
11932 dropx += GET_DX_FROM_DIR(drop_direction);
11933 dropy += GET_DY_FROM_DIR(drop_direction);
11935 if (!IN_LEV_FIELD(dropx, dropy))
11939 old_element = Feld[dropx][dropy]; /* old element at dropping position */
11940 new_element = drop_element; /* default: no change when dropping */
11942 /* check if player is active, not moving and ready to drop */
11943 if (!player->active || player->MovPos || player->drop_delay > 0)
11946 /* check if player has anything that can be dropped */
11948 if (new_element == EL_UNDEFINED)
11951 if (player->inventory_size == 0 &&
11952 player->inventory_infinite_element == EL_UNDEFINED &&
11953 player->dynabombs_left == 0)
11957 /* check if anything can be dropped at the current position */
11958 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
11961 /* collected custom elements can only be dropped on empty fields */
11963 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
11966 if (player->inventory_size > 0 &&
11967 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
11968 && old_element != EL_EMPTY)
11972 if (old_element != EL_EMPTY)
11973 Back[dropx][dropy] = old_element; /* store old element on this field */
11975 ResetGfxAnimation(dropx, dropy);
11976 ResetRandomAnimationValue(dropx, dropy);
11978 if (player->inventory_size > 0 ||
11979 player->inventory_infinite_element != EL_UNDEFINED)
11981 if (player->inventory_size > 0)
11983 player->inventory_size--;
11986 new_element = player->inventory_element[player->inventory_size];
11989 DrawGameValue_Dynamite(local_player->inventory_size);
11991 if (new_element == EL_DYNAMITE)
11992 new_element = EL_DYNAMITE_ACTIVE;
11993 else if (new_element == EL_SP_DISK_RED)
11994 new_element = EL_SP_DISK_RED_ACTIVE;
11997 Feld[dropx][dropy] = new_element;
11999 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12000 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12001 el2img(Feld[dropx][dropy]), 0);
12003 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12006 /* needed if previous element just changed to "empty" in the last frame */
12007 Changed[dropx][dropy] = 0; /* allow another change */
12011 /* !!! TEST ONLY !!! */
12012 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12013 player->index_bit, drop_side);
12014 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12015 CE_OTHER_GETS_DROPPED,
12016 player->index_bit, drop_side);
12018 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12019 CE_OTHER_GETS_DROPPED,
12020 player->index_bit, drop_side);
12021 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12022 player->index_bit, drop_side);
12025 TestIfElementTouchesCustomElement(dropx, dropy);
12027 else /* player is dropping a dyna bomb */
12029 player->dynabombs_left--;
12032 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
12035 Feld[dropx][dropy] = new_element;
12037 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12038 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12039 el2img(Feld[dropx][dropy]), 0);
12041 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12048 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
12051 InitField_WithBug1(dropx, dropy, FALSE);
12053 InitField(dropx, dropy, FALSE);
12054 if (CAN_MOVE(Feld[dropx][dropy]))
12055 InitMovDir(dropx, dropy);
12059 new_element = Feld[dropx][dropy]; /* element might have changed */
12061 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
12062 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
12065 int move_stepsize = element_info[new_element].move_stepsize;
12067 int move_direction, nextx, nexty;
12069 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
12070 MovDir[dropx][dropy] = drop_direction;
12072 move_direction = MovDir[dropx][dropy];
12073 nextx = dropx + GET_DX_FROM_DIR(move_direction);
12074 nexty = dropy + GET_DY_FROM_DIR(move_direction);
12077 Changed[dropx][dropy] = 0; /* allow another change */
12078 CheckCollision[dropx][dropy] = 2;
12081 if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
12084 WasJustMoving[dropx][dropy] = 3;
12087 InitMovingField(dropx, dropy, move_direction);
12088 ContinueMoving(dropx, dropy);
12093 /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
12096 Changed[dropx][dropy] = 0; /* allow another change */
12099 TestIfElementHitsCustomElement(dropx, dropy, move_direction);
12101 CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
12102 CE_HITTING_SOMETHING, move_direction);
12110 player->drop_delay = 2 * TILEX / move_stepsize + 1;
12115 player->drop_delay = 8 + 8 + 8;
12119 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
12124 player->is_dropping = TRUE;
12130 /* ------------------------------------------------------------------------- */
12131 /* game sound playing functions */
12132 /* ------------------------------------------------------------------------- */
12134 static int *loop_sound_frame = NULL;
12135 static int *loop_sound_volume = NULL;
12137 void InitPlayLevelSound()
12139 int num_sounds = getSoundListSize();
12141 checked_free(loop_sound_frame);
12142 checked_free(loop_sound_volume);
12144 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
12145 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
12148 static void PlayLevelSound(int x, int y, int nr)
12150 int sx = SCREENX(x), sy = SCREENY(y);
12151 int volume, stereo_position;
12152 int max_distance = 8;
12153 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
12155 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
12156 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
12159 if (!IN_LEV_FIELD(x, y) ||
12160 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
12161 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
12164 volume = SOUND_MAX_VOLUME;
12166 if (!IN_SCR_FIELD(sx, sy))
12168 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
12169 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
12171 volume -= volume * (dx > dy ? dx : dy) / max_distance;
12174 stereo_position = (SOUND_MAX_LEFT +
12175 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
12176 (SCR_FIELDX + 2 * max_distance));
12178 if (IS_LOOP_SOUND(nr))
12180 /* This assures that quieter loop sounds do not overwrite louder ones,
12181 while restarting sound volume comparison with each new game frame. */
12183 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
12186 loop_sound_volume[nr] = volume;
12187 loop_sound_frame[nr] = FrameCounter;
12190 PlaySoundExt(nr, volume, stereo_position, type);
12193 static void PlayLevelSoundNearest(int x, int y, int sound_action)
12195 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
12196 x > LEVELX(BX2) ? LEVELX(BX2) : x,
12197 y < LEVELY(BY1) ? LEVELY(BY1) :
12198 y > LEVELY(BY2) ? LEVELY(BY2) : y,
12202 static void PlayLevelSoundAction(int x, int y, int action)
12204 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
12207 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
12209 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
12211 if (sound_effect != SND_UNDEFINED)
12212 PlayLevelSound(x, y, sound_effect);
12215 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
12218 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
12220 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12221 PlayLevelSound(x, y, sound_effect);
12224 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
12226 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
12228 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12229 PlayLevelSound(x, y, sound_effect);
12232 static void StopLevelSoundActionIfLoop(int x, int y, int action)
12234 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
12236 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12237 StopSound(sound_effect);
12240 static void PlayLevelMusic()
12242 if (levelset.music[level_nr] != MUS_UNDEFINED)
12243 PlayMusic(levelset.music[level_nr]); /* from config file */
12245 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
12248 void RaiseScore(int value)
12250 local_player->score += value;
12252 DrawGameValue_Score(local_player->score);
12255 void RaiseScoreElement(int element)
12260 case EL_BD_DIAMOND:
12261 case EL_EMERALD_YELLOW:
12262 case EL_EMERALD_RED:
12263 case EL_EMERALD_PURPLE:
12264 case EL_SP_INFOTRON:
12265 RaiseScore(level.score[SC_EMERALD]);
12268 RaiseScore(level.score[SC_DIAMOND]);
12271 RaiseScore(level.score[SC_CRYSTAL]);
12274 RaiseScore(level.score[SC_PEARL]);
12277 case EL_BD_BUTTERFLY:
12278 case EL_SP_ELECTRON:
12279 RaiseScore(level.score[SC_BUG]);
12282 case EL_BD_FIREFLY:
12283 case EL_SP_SNIKSNAK:
12284 RaiseScore(level.score[SC_SPACESHIP]);
12287 case EL_DARK_YAMYAM:
12288 RaiseScore(level.score[SC_YAMYAM]);
12291 RaiseScore(level.score[SC_ROBOT]);
12294 RaiseScore(level.score[SC_PACMAN]);
12297 RaiseScore(level.score[SC_NUT]);
12300 case EL_SP_DISK_RED:
12301 case EL_DYNABOMB_INCREASE_NUMBER:
12302 case EL_DYNABOMB_INCREASE_SIZE:
12303 case EL_DYNABOMB_INCREASE_POWER:
12304 RaiseScore(level.score[SC_DYNAMITE]);
12306 case EL_SHIELD_NORMAL:
12307 case EL_SHIELD_DEADLY:
12308 RaiseScore(level.score[SC_SHIELD]);
12310 case EL_EXTRA_TIME:
12311 RaiseScore(level.score[SC_TIME_BONUS]);
12317 RaiseScore(level.score[SC_KEY]);
12320 RaiseScore(element_info[element].collect_score);
12325 void RequestQuitGame(boolean ask_if_really_quit)
12327 if (AllPlayersGone ||
12328 !ask_if_really_quit ||
12329 level_editor_test_game ||
12330 Request("Do you really want to quit the game ?",
12331 REQ_ASK | REQ_STAY_CLOSED))
12333 #if defined(NETWORK_AVALIABLE)
12334 if (options.network)
12335 SendToServer_StopPlaying();
12339 game_status = GAME_MODE_MAIN;
12347 if (tape.playing && tape.deactivate_display)
12348 TapeDeactivateDisplayOff(TRUE);
12351 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
12354 if (tape.playing && tape.deactivate_display)
12355 TapeDeactivateDisplayOn();
12362 /* ---------- new game button stuff ---------------------------------------- */
12364 /* graphic position values for game buttons */
12365 #define GAME_BUTTON_XSIZE 30
12366 #define GAME_BUTTON_YSIZE 30
12367 #define GAME_BUTTON_XPOS 5
12368 #define GAME_BUTTON_YPOS 215
12369 #define SOUND_BUTTON_XPOS 5
12370 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
12372 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12373 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12374 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12375 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12376 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12377 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12384 } gamebutton_info[NUM_GAME_BUTTONS] =
12387 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
12392 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
12393 GAME_CTRL_ID_PAUSE,
12397 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
12402 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
12403 SOUND_CTRL_ID_MUSIC,
12404 "background music on/off"
12407 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
12408 SOUND_CTRL_ID_LOOPS,
12409 "sound loops on/off"
12412 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
12413 SOUND_CTRL_ID_SIMPLE,
12414 "normal sounds on/off"
12418 void CreateGameButtons()
12422 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12424 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
12425 struct GadgetInfo *gi;
12428 unsigned long event_mask;
12429 int gd_xoffset, gd_yoffset;
12430 int gd_x1, gd_x2, gd_y1, gd_y2;
12433 gd_xoffset = gamebutton_info[i].x;
12434 gd_yoffset = gamebutton_info[i].y;
12435 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
12436 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
12438 if (id == GAME_CTRL_ID_STOP ||
12439 id == GAME_CTRL_ID_PAUSE ||
12440 id == GAME_CTRL_ID_PLAY)
12442 button_type = GD_TYPE_NORMAL_BUTTON;
12444 event_mask = GD_EVENT_RELEASED;
12445 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12446 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12450 button_type = GD_TYPE_CHECK_BUTTON;
12452 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
12453 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
12454 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
12455 event_mask = GD_EVENT_PRESSED;
12456 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
12457 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12460 gi = CreateGadget(GDI_CUSTOM_ID, id,
12461 GDI_INFO_TEXT, gamebutton_info[i].infotext,
12462 GDI_X, DX + gd_xoffset,
12463 GDI_Y, DY + gd_yoffset,
12464 GDI_WIDTH, GAME_BUTTON_XSIZE,
12465 GDI_HEIGHT, GAME_BUTTON_YSIZE,
12466 GDI_TYPE, button_type,
12467 GDI_STATE, GD_BUTTON_UNPRESSED,
12468 GDI_CHECKED, checked,
12469 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
12470 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
12471 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
12472 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
12473 GDI_EVENT_MASK, event_mask,
12474 GDI_CALLBACK_ACTION, HandleGameButtons,
12478 Error(ERR_EXIT, "cannot create gadget");
12480 game_gadget[id] = gi;
12484 void FreeGameButtons()
12488 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12489 FreeGadget(game_gadget[i]);
12492 static void MapGameButtons()
12496 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12497 MapGadget(game_gadget[i]);
12500 void UnmapGameButtons()
12504 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12505 UnmapGadget(game_gadget[i]);
12508 static void HandleGameButtons(struct GadgetInfo *gi)
12510 int id = gi->custom_id;
12512 if (game_status != GAME_MODE_PLAYING)
12517 case GAME_CTRL_ID_STOP:
12518 RequestQuitGame(TRUE);
12521 case GAME_CTRL_ID_PAUSE:
12522 if (options.network)
12524 #if defined(NETWORK_AVALIABLE)
12526 SendToServer_ContinuePlaying();
12528 SendToServer_PausePlaying();
12532 TapeTogglePause(TAPE_TOGGLE_MANUAL);
12535 case GAME_CTRL_ID_PLAY:
12538 #if defined(NETWORK_AVALIABLE)
12539 if (options.network)
12540 SendToServer_ContinuePlaying();
12544 tape.pausing = FALSE;
12545 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
12550 case SOUND_CTRL_ID_MUSIC:
12551 if (setup.sound_music)
12553 setup.sound_music = FALSE;
12556 else if (audio.music_available)
12558 setup.sound = setup.sound_music = TRUE;
12560 SetAudioMode(setup.sound);
12566 case SOUND_CTRL_ID_LOOPS:
12567 if (setup.sound_loops)
12568 setup.sound_loops = FALSE;
12569 else if (audio.loops_available)
12571 setup.sound = setup.sound_loops = TRUE;
12572 SetAudioMode(setup.sound);
12576 case SOUND_CTRL_ID_SIMPLE:
12577 if (setup.sound_simple)
12578 setup.sound_simple = FALSE;
12579 else if (audio.sound_available)
12581 setup.sound = setup.sound_simple = TRUE;
12582 SetAudioMode(setup.sound);