1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
42 /* for MovePlayer() */
43 #define MF_NO_ACTION 0
47 /* for ScrollPlayer() */
49 #define SCROLL_GO_ON 1
52 #define EX_PHASE_START 0
53 #define EX_TYPE_NONE 0
54 #define EX_TYPE_NORMAL (1 << 0)
55 #define EX_TYPE_CENTER (1 << 1)
56 #define EX_TYPE_BORDER (1 << 2)
57 #define EX_TYPE_CROSS (1 << 3)
58 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
60 /* special positions in the game control window (relative to control window) */
63 #define XX_EMERALDS 29
64 #define YY_EMERALDS 54
65 #define XX_DYNAMITE 29
66 #define YY_DYNAMITE 89
75 /* special positions in the game control window (relative to main window) */
76 #define DX_LEVEL (DX + XX_LEVEL)
77 #define DY_LEVEL (DY + YY_LEVEL)
78 #define DX_EMERALDS (DX + XX_EMERALDS)
79 #define DY_EMERALDS (DY + YY_EMERALDS)
80 #define DX_DYNAMITE (DX + XX_DYNAMITE)
81 #define DY_DYNAMITE (DY + YY_DYNAMITE)
82 #define DX_KEYS (DX + XX_KEYS)
83 #define DY_KEYS (DY + YY_KEYS)
84 #define DX_SCORE (DX + XX_SCORE)
85 #define DY_SCORE (DY + YY_SCORE)
86 #define DX_TIME1 (DX + XX_TIME1)
87 #define DX_TIME2 (DX + XX_TIME2)
88 #define DY_TIME (DY + YY_TIME)
90 /* values for initial player move delay (initial delay counter value) */
91 #define INITIAL_MOVE_DELAY_OFF -1
92 #define INITIAL_MOVE_DELAY_ON 0
94 /* values for player movement speed (which is in fact a delay value) */
95 #define MOVE_DELAY_MIN_SPEED 32
96 #define MOVE_DELAY_NORMAL_SPEED 8
97 #define MOVE_DELAY_HIGH_SPEED 4
98 #define MOVE_DELAY_MAX_SPEED 1
101 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
102 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
104 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
105 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
107 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
108 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
110 /* values for other actions */
111 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
112 #define MOVE_STEPSIZE_MIN (1)
113 #define MOVE_STEPSIZE_MAX (TILEX)
115 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
116 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
118 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
120 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
121 RND(element_info[e].push_delay_random))
122 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
123 RND(element_info[e].drop_delay_random))
124 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
125 RND(element_info[e].move_delay_random))
126 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
127 (element_info[e].move_delay_random))
128 #define GET_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
129 RND(element_info[e].ce_value_random_initial))
130 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
131 RND((c)->delay_random * (c)->delay_frames))
133 #define GET_TARGET_ELEMENT(e, ch) \
134 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
135 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
137 #define GET_VALID_PLAYER_ELEMENT(e) \
138 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
140 #define CAN_GROW_INTO(e) \
141 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
143 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
144 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
148 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
149 (CAN_MOVE_INTO_ACID(e) && \
150 Feld[x][y] == EL_ACID) || \
153 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
154 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
155 (CAN_MOVE_INTO_ACID(e) && \
156 Feld[x][y] == EL_ACID) || \
159 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
160 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
162 (CAN_MOVE_INTO_ACID(e) && \
163 Feld[x][y] == EL_ACID) || \
164 (DONT_COLLIDE_WITH(e) && \
166 !PLAYER_ENEMY_PROTECTED(x, y))))
168 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
169 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
171 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
172 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
174 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
175 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
177 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
178 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
180 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
181 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
183 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
184 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
186 #define PIG_CAN_ENTER_FIELD(e, x, y) \
187 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
189 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
190 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
191 IS_FOOD_PENGUIN(Feld[x][y])))
192 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
193 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
195 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
196 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
198 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
199 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
201 #define GROUP_NR(e) ((e) - EL_GROUP_START)
202 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
203 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
204 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
206 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
207 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
209 #define CE_ENTER_FIELD_COND(e, x, y) \
210 (!IS_PLAYER(x, y) && \
211 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
213 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
214 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
216 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
217 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
219 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
220 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
221 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
222 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
224 /* game button identifiers */
225 #define GAME_CTRL_ID_STOP 0
226 #define GAME_CTRL_ID_PAUSE 1
227 #define GAME_CTRL_ID_PLAY 2
228 #define SOUND_CTRL_ID_MUSIC 3
229 #define SOUND_CTRL_ID_LOOPS 4
230 #define SOUND_CTRL_ID_SIMPLE 5
232 #define NUM_GAME_BUTTONS 6
235 /* forward declaration for internal use */
237 static void AdvanceFrameAndPlayerCounters(int);
239 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
240 static boolean MovePlayer(struct PlayerInfo *, int, int);
241 static void ScrollPlayer(struct PlayerInfo *, int);
242 static void ScrollScreen(struct PlayerInfo *, int);
244 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
246 static void InitBeltMovement(void);
247 static void CloseAllOpenTimegates(void);
248 static void CheckGravityMovement(struct PlayerInfo *);
249 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
250 static void KillPlayerUnlessEnemyProtected(int, int);
251 static void KillPlayerUnlessExplosionProtected(int, int);
253 static void TestIfPlayerTouchesCustomElement(int, int);
254 static void TestIfElementTouchesCustomElement(int, int);
255 static void TestIfElementHitsCustomElement(int, int, int);
257 static void TestIfElementSmashesCustomElement(int, int, int);
260 static void ChangeElement(int, int, int);
262 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
263 #define CheckTriggeredElementChange(x, y, e, ev) \
264 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
265 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
266 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
267 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
268 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
269 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
270 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
272 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
273 #define CheckElementChange(x, y, e, te, ev) \
274 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
275 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
276 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
277 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
278 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
280 static void PlayLevelSound(int, int, int);
281 static void PlayLevelSoundNearest(int, int, int);
282 static void PlayLevelSoundAction(int, int, int);
283 static void PlayLevelSoundElementAction(int, int, int, int);
284 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
285 static void PlayLevelSoundActionIfLoop(int, int, int);
286 static void StopLevelSoundActionIfLoop(int, int, int);
287 static void PlayLevelMusic();
289 static void MapGameButtons();
290 static void HandleGameButtons(struct GadgetInfo *);
292 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
295 /* ------------------------------------------------------------------------- */
296 /* definition of elements that automatically change to other elements after */
297 /* a specified time, eventually calling a function when changing */
298 /* ------------------------------------------------------------------------- */
300 /* forward declaration for changer functions */
301 static void InitBuggyBase(int x, int y);
302 static void WarnBuggyBase(int x, int y);
304 static void InitTrap(int x, int y);
305 static void ActivateTrap(int x, int y);
306 static void ChangeActiveTrap(int x, int y);
308 static void InitRobotWheel(int x, int y);
309 static void RunRobotWheel(int x, int y);
310 static void StopRobotWheel(int x, int y);
312 static void InitTimegateWheel(int x, int y);
313 static void RunTimegateWheel(int x, int y);
315 struct ChangingElementInfo
320 void (*pre_change_function)(int x, int y);
321 void (*change_function)(int x, int y);
322 void (*post_change_function)(int x, int y);
325 static struct ChangingElementInfo change_delay_list[] =
376 EL_SWITCHGATE_OPENING,
384 EL_SWITCHGATE_CLOSING,
385 EL_SWITCHGATE_CLOSED,
417 EL_ACID_SPLASH_RIGHT,
426 EL_SP_BUGGY_BASE_ACTIVATING,
433 EL_SP_BUGGY_BASE_ACTIVATING,
434 EL_SP_BUGGY_BASE_ACTIVE,
441 EL_SP_BUGGY_BASE_ACTIVE,
465 EL_ROBOT_WHEEL_ACTIVE,
473 EL_TIMEGATE_SWITCH_ACTIVE,
494 int push_delay_fixed, push_delay_random;
499 { EL_BALLOON, 0, 0 },
501 { EL_SOKOBAN_OBJECT, 2, 0 },
502 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
503 { EL_SATELLITE, 2, 0 },
504 { EL_SP_DISK_YELLOW, 2, 0 },
506 { EL_UNDEFINED, 0, 0 },
514 move_stepsize_list[] =
516 { EL_AMOEBA_DROP, 2 },
517 { EL_AMOEBA_DROPPING, 2 },
518 { EL_QUICKSAND_FILLING, 1 },
519 { EL_QUICKSAND_EMPTYING, 1 },
520 { EL_MAGIC_WALL_FILLING, 2 },
521 { EL_BD_MAGIC_WALL_FILLING, 2 },
522 { EL_MAGIC_WALL_EMPTYING, 2 },
523 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
533 collect_count_list[] =
536 { EL_BD_DIAMOND, 1 },
537 { EL_EMERALD_YELLOW, 1 },
538 { EL_EMERALD_RED, 1 },
539 { EL_EMERALD_PURPLE, 1 },
541 { EL_SP_INFOTRON, 1 },
553 access_direction_list[] =
555 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
556 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
557 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
558 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
559 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
560 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
561 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
562 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
563 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
564 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
565 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
567 { EL_SP_PORT_LEFT, MV_RIGHT },
568 { EL_SP_PORT_RIGHT, MV_LEFT },
569 { EL_SP_PORT_UP, MV_DOWN },
570 { EL_SP_PORT_DOWN, MV_UP },
571 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
572 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
573 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
574 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
575 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
576 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
577 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
578 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
579 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
580 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
581 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
582 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
583 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
584 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
585 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
587 { EL_UNDEFINED, MV_NONE }
590 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
592 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
593 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
594 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
595 IS_JUST_CHANGING(x, y))
597 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
600 void GetPlayerConfig()
602 if (!audio.sound_available)
603 setup.sound_simple = FALSE;
605 if (!audio.loops_available)
606 setup.sound_loops = FALSE;
608 if (!audio.music_available)
609 setup.sound_music = FALSE;
611 if (!video.fullscreen_available)
612 setup.fullscreen = FALSE;
614 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
616 SetAudioMode(setup.sound);
620 static int getBeltNrFromBeltElement(int element)
622 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
623 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
624 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
627 static int getBeltNrFromBeltActiveElement(int element)
629 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
630 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
631 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
634 static int getBeltNrFromBeltSwitchElement(int element)
636 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
637 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
638 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
641 static int getBeltDirNrFromBeltSwitchElement(int element)
643 static int belt_base_element[4] =
645 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
646 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
647 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
648 EL_CONVEYOR_BELT_4_SWITCH_LEFT
651 int belt_nr = getBeltNrFromBeltSwitchElement(element);
652 int belt_dir_nr = element - belt_base_element[belt_nr];
654 return (belt_dir_nr % 3);
657 static int getBeltDirFromBeltSwitchElement(int element)
659 static int belt_move_dir[3] =
666 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
668 return belt_move_dir[belt_dir_nr];
671 static void InitPlayerField(int x, int y, int element, boolean init_game)
673 if (element == EL_SP_MURPHY)
677 if (stored_player[0].present)
679 Feld[x][y] = EL_SP_MURPHY_CLONE;
685 stored_player[0].use_murphy_graphic = TRUE;
688 Feld[x][y] = EL_PLAYER_1;
694 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
695 int jx = player->jx, jy = player->jy;
697 player->present = TRUE;
699 player->block_last_field = (element == EL_SP_MURPHY ?
700 level.sp_block_last_field :
701 level.block_last_field);
703 /* ---------- initialize player's last field block delay --------------- */
705 /* always start with reliable default value (no adjustment needed) */
706 player->block_delay_adjustment = 0;
708 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
709 if (player->block_last_field && element == EL_SP_MURPHY)
710 player->block_delay_adjustment = 1;
712 /* special case 2: in game engines before 3.1.1, blocking was different */
713 if (game.use_block_last_field_bug)
714 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
716 if (!options.network || player->connected)
718 player->active = TRUE;
720 /* remove potentially duplicate players */
721 if (StorePlayer[jx][jy] == Feld[x][y])
722 StorePlayer[jx][jy] = 0;
724 StorePlayer[x][y] = Feld[x][y];
728 printf("Player %d activated.\n", player->element_nr);
729 printf("[Local player is %d and currently %s.]\n",
730 local_player->element_nr,
731 local_player->active ? "active" : "not active");
735 Feld[x][y] = EL_EMPTY;
737 player->jx = player->last_jx = x;
738 player->jy = player->last_jy = y;
742 static void InitField(int x, int y, boolean init_game)
744 int element = Feld[x][y];
753 InitPlayerField(x, y, element, init_game);
756 case EL_SOKOBAN_FIELD_PLAYER:
757 element = Feld[x][y] = EL_PLAYER_1;
758 InitField(x, y, init_game);
760 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
761 InitField(x, y, init_game);
764 case EL_SOKOBAN_FIELD_EMPTY:
765 local_player->sokobanfields_still_needed++;
769 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
770 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
771 else if (x > 0 && Feld[x-1][y] == EL_ACID)
772 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
773 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
774 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
775 else if (y > 0 && Feld[x][y-1] == EL_ACID)
776 Feld[x][y] = EL_ACID_POOL_BOTTOM;
777 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
778 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
786 case EL_SPACESHIP_RIGHT:
787 case EL_SPACESHIP_UP:
788 case EL_SPACESHIP_LEFT:
789 case EL_SPACESHIP_DOWN:
791 case EL_BD_BUTTERFLY_RIGHT:
792 case EL_BD_BUTTERFLY_UP:
793 case EL_BD_BUTTERFLY_LEFT:
794 case EL_BD_BUTTERFLY_DOWN:
795 case EL_BD_BUTTERFLY:
796 case EL_BD_FIREFLY_RIGHT:
797 case EL_BD_FIREFLY_UP:
798 case EL_BD_FIREFLY_LEFT:
799 case EL_BD_FIREFLY_DOWN:
801 case EL_PACMAN_RIGHT:
825 if (y == lev_fieldy - 1)
827 Feld[x][y] = EL_AMOEBA_GROWING;
828 Store[x][y] = EL_AMOEBA_WET;
832 case EL_DYNAMITE_ACTIVE:
833 case EL_SP_DISK_RED_ACTIVE:
834 case EL_DYNABOMB_PLAYER_1_ACTIVE:
835 case EL_DYNABOMB_PLAYER_2_ACTIVE:
836 case EL_DYNABOMB_PLAYER_3_ACTIVE:
837 case EL_DYNABOMB_PLAYER_4_ACTIVE:
842 local_player->lights_still_needed++;
846 local_player->friends_still_needed++;
851 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
854 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
855 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
856 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
857 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
858 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
859 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
860 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
861 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
862 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
863 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
864 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
865 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
868 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
869 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
870 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
872 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
874 game.belt_dir[belt_nr] = belt_dir;
875 game.belt_dir_nr[belt_nr] = belt_dir_nr;
877 else /* more than one switch -- set it like the first switch */
879 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
884 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
886 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
889 case EL_LIGHT_SWITCH_ACTIVE:
891 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
896 if (IS_CUSTOM_ELEMENT(element))
898 if (CAN_MOVE(element))
901 #if USE_NEW_CUSTOM_VALUE
902 if (!element_info[element].use_last_ce_value)
903 CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
907 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
910 else if (IS_GROUP_ELEMENT(element))
912 struct ElementGroupInfo *group = element_info[element].group;
913 int last_anim_random_frame = gfx.anim_random_frame;
916 if (group->choice_mode == ANIM_RANDOM)
917 gfx.anim_random_frame = RND(group->num_elements_resolved);
919 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
920 group->choice_mode, 0,
923 if (group->choice_mode == ANIM_RANDOM)
924 gfx.anim_random_frame = last_anim_random_frame;
928 Feld[x][y] = group->element_resolved[element_pos];
930 InitField(x, y, init_game);
937 #if USE_NEW_CUSTOM_VALUE
940 CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
942 CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
950 static inline void InitField_WithBug1(int x, int y, boolean init_game)
952 InitField(x, y, init_game);
954 /* not needed to call InitMovDir() -- already done by InitField()! */
955 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
956 CAN_MOVE(Feld[x][y]))
960 static inline void InitField_WithBug2(int x, int y, boolean init_game)
962 int old_element = Feld[x][y];
964 InitField(x, y, init_game);
966 /* not needed to call InitMovDir() -- already done by InitField()! */
967 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
968 CAN_MOVE(old_element) &&
969 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
972 /* this case is in fact a combination of not less than three bugs:
973 first, it calls InitMovDir() for elements that can move, although this is
974 already done by InitField(); then, it checks the element that was at this
975 field _before_ the call to InitField() (which can change it); lastly, it
976 was not called for "mole with direction" elements, which were treated as
977 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
981 inline void DrawGameValue_Emeralds(int value)
983 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
986 inline void DrawGameValue_Dynamite(int value)
988 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
991 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
995 /* currently only 4 of 8 possible keys are displayed */
996 for (i = 0; i < STD_NUM_KEYS; i++)
999 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1000 el2edimg(EL_KEY_1 + i));
1002 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1003 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
1004 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
1008 inline void DrawGameValue_Score(int value)
1010 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1013 inline void DrawGameValue_Time(int value)
1016 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1018 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1021 inline void DrawGameValue_Level(int value)
1024 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1027 /* misuse area for displaying emeralds to draw bigger level number */
1028 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1029 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1031 /* now copy it to the area for displaying level number */
1032 BlitBitmap(drawto, drawto,
1033 DX_EMERALDS, DY_EMERALDS + 1,
1034 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1035 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1036 DX_LEVEL - 1, DY_LEVEL + 1);
1038 /* restore the area for displaying emeralds */
1039 DrawGameValue_Emeralds(local_player->gems_still_needed);
1041 /* yes, this is all really ugly :-) */
1045 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1048 int key[MAX_NUM_KEYS];
1051 for (i = 0; i < MAX_NUM_KEYS; i++)
1052 key[i] = key_bits & (1 << i);
1054 DrawGameValue_Level(level_nr);
1056 DrawGameValue_Emeralds(emeralds);
1057 DrawGameValue_Dynamite(dynamite);
1058 DrawGameValue_Score(score);
1059 DrawGameValue_Time(time);
1061 DrawGameValue_Keys(key);
1064 void DrawGameDoorValues()
1068 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1070 DrawGameDoorValues_EM();
1075 DrawGameValue_Level(level_nr);
1077 DrawGameValue_Emeralds(local_player->gems_still_needed);
1078 DrawGameValue_Dynamite(local_player->inventory_size);
1079 DrawGameValue_Score(local_player->score);
1080 DrawGameValue_Time(TimeLeft);
1082 for (i = 0; i < MAX_PLAYERS; i++)
1083 DrawGameValue_Keys(stored_player[i].key);
1086 static void resolve_group_element(int group_element, int recursion_depth)
1088 static int group_nr;
1089 static struct ElementGroupInfo *group;
1090 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1093 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1095 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1096 group_element - EL_GROUP_START + 1);
1098 /* replace element which caused too deep recursion by question mark */
1099 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1104 if (recursion_depth == 0) /* initialization */
1106 group = element_info[group_element].group;
1107 group_nr = group_element - EL_GROUP_START;
1109 group->num_elements_resolved = 0;
1110 group->choice_pos = 0;
1113 for (i = 0; i < actual_group->num_elements; i++)
1115 int element = actual_group->element[i];
1117 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1120 if (IS_GROUP_ELEMENT(element))
1121 resolve_group_element(element, recursion_depth + 1);
1124 group->element_resolved[group->num_elements_resolved++] = element;
1125 element_info[element].in_group[group_nr] = TRUE;
1132 =============================================================================
1134 -----------------------------------------------------------------------------
1135 initialize game engine due to level / tape version number
1136 =============================================================================
1139 static void InitGameEngine()
1143 /* set game engine from tape file when re-playing, else from level file */
1144 game.engine_version = (tape.playing ? tape.engine_version :
1145 level.game_version);
1147 /* ---------------------------------------------------------------------- */
1148 /* set flags for bugs and changes according to active game engine version */
1149 /* ---------------------------------------------------------------------- */
1152 Summary of bugfix/change:
1153 Fixed handling for custom elements that change when pushed by the player.
1155 Fixed/changed in version:
1159 Before 3.1.0, custom elements that "change when pushing" changed directly
1160 after the player started pushing them (until then handled in "DigField()").
1161 Since 3.1.0, these custom elements are not changed until the "pushing"
1162 move of the element is finished (now handled in "ContinueMoving()").
1164 Affected levels/tapes:
1165 The first condition is generally needed for all levels/tapes before version
1166 3.1.0, which might use the old behaviour before it was changed; known tapes
1167 that are affected are some tapes from the level set "Walpurgis Gardens" by
1169 The second condition is an exception from the above case and is needed for
1170 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1171 above (including some development versions of 3.1.0), but before it was
1172 known that this change would break tapes like the above and was fixed in
1173 3.1.1, so that the changed behaviour was active although the engine version
1174 while recording maybe was before 3.1.0. There is at least one tape that is
1175 affected by this exception, which is the tape for the one-level set "Bug
1176 Machine" by Juergen Bonhagen.
1179 game.use_change_when_pushing_bug =
1180 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1182 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1183 tape.game_version < VERSION_IDENT(3,1,1,0)));
1186 Summary of bugfix/change:
1187 Fixed handling for blocking the field the player leaves when moving.
1189 Fixed/changed in version:
1193 Before 3.1.1, when "block last field when moving" was enabled, the field
1194 the player is leaving when moving was blocked for the time of the move,
1195 and was directly unblocked afterwards. This resulted in the last field
1196 being blocked for exactly one less than the number of frames of one player
1197 move. Additionally, even when blocking was disabled, the last field was
1198 blocked for exactly one frame.
1199 Since 3.1.1, due to changes in player movement handling, the last field
1200 is not blocked at all when blocking is disabled. When blocking is enabled,
1201 the last field is blocked for exactly the number of frames of one player
1202 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1203 last field is blocked for exactly one more than the number of frames of
1206 Affected levels/tapes:
1207 (!!! yet to be determined -- probably many !!!)
1210 game.use_block_last_field_bug =
1211 (game.engine_version < VERSION_IDENT(3,1,1,0));
1213 /* ---------------------------------------------------------------------- */
1215 /* dynamically adjust element properties according to game engine version */
1216 InitElementPropertiesEngine(game.engine_version);
1219 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1220 printf(" tape version == %06d [%s] [file: %06d]\n",
1221 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1223 printf(" => game.engine_version == %06d\n", game.engine_version);
1226 /* ---------- recursively resolve group elements ------------------------- */
1228 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1229 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1230 element_info[i].in_group[j] = FALSE;
1232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1233 resolve_group_element(EL_GROUP_START + i, 0);
1235 /* ---------- initialize player's initial move delay --------------------- */
1237 /* dynamically adjust player properties according to level information */
1238 game.initial_move_delay_value =
1239 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1241 /* dynamically adjust player properties according to game engine version */
1242 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1243 game.initial_move_delay_value : 0);
1245 /* ---------- initialize player's initial push delay --------------------- */
1247 /* dynamically adjust player properties according to game engine version */
1248 game.initial_push_delay_value =
1249 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1251 /* ---------- initialize changing elements ------------------------------- */
1253 /* initialize changing elements information */
1254 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1256 struct ElementInfo *ei = &element_info[i];
1258 /* this pointer might have been changed in the level editor */
1259 ei->change = &ei->change_page[0];
1261 if (!IS_CUSTOM_ELEMENT(i))
1263 ei->change->target_element = EL_EMPTY_SPACE;
1264 ei->change->delay_fixed = 0;
1265 ei->change->delay_random = 0;
1266 ei->change->delay_frames = 1;
1269 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1271 ei->has_change_event[j] = FALSE;
1273 ei->event_page_nr[j] = 0;
1274 ei->event_page[j] = &ei->change_page[0];
1278 /* add changing elements from pre-defined list */
1279 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1281 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1282 struct ElementInfo *ei = &element_info[ch_delay->element];
1284 ei->change->target_element = ch_delay->target_element;
1285 ei->change->delay_fixed = ch_delay->change_delay;
1287 ei->change->pre_change_function = ch_delay->pre_change_function;
1288 ei->change->change_function = ch_delay->change_function;
1289 ei->change->post_change_function = ch_delay->post_change_function;
1291 ei->change->can_change = TRUE;
1292 ei->change->can_change_or_has_action = TRUE;
1294 ei->has_change_event[CE_DELAY] = TRUE;
1296 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1297 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1300 /* ---------- initialize internal run-time variables ------------- */
1302 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1304 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1306 for (j = 0; j < ei->num_change_pages; j++)
1308 ei->change_page[j].can_change_or_has_action =
1309 (ei->change_page[j].can_change |
1310 ei->change_page[j].has_action);
1314 /* add change events from custom element configuration */
1315 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1317 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1319 for (j = 0; j < ei->num_change_pages; j++)
1321 if (!ei->change_page[j].can_change_or_has_action)
1324 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1326 /* only add event page for the first page found with this event */
1327 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1329 ei->has_change_event[k] = TRUE;
1331 ei->event_page_nr[k] = j;
1332 ei->event_page[k] = &ei->change_page[j];
1338 /* ---------- initialize run-time trigger player and element ------------- */
1340 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1342 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1344 for (j = 0; j < ei->num_change_pages; j++)
1346 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1347 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1348 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
1349 ei->change_page[j].actual_trigger_ce_value = 0;
1353 /* ---------- initialize trigger events ---------------------------------- */
1355 /* initialize trigger events information */
1356 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1357 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1358 trigger_events[i][j] = FALSE;
1360 /* add trigger events from element change event properties */
1361 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1363 struct ElementInfo *ei = &element_info[i];
1365 for (j = 0; j < ei->num_change_pages; j++)
1367 if (!ei->change_page[j].can_change_or_has_action)
1370 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1372 int trigger_element = ei->change_page[j].trigger_element;
1374 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1376 if (ei->change_page[j].has_event[k])
1378 if (IS_GROUP_ELEMENT(trigger_element))
1380 struct ElementGroupInfo *group =
1381 element_info[trigger_element].group;
1383 for (l = 0; l < group->num_elements_resolved; l++)
1384 trigger_events[group->element_resolved[l]][k] = TRUE;
1387 trigger_events[trigger_element][k] = TRUE;
1394 /* ---------- initialize push delay -------------------------------------- */
1396 /* initialize push delay values to default */
1397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1399 if (!IS_CUSTOM_ELEMENT(i))
1401 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1402 element_info[i].push_delay_random = game.default_push_delay_random;
1406 /* set push delay value for certain elements from pre-defined list */
1407 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1409 int e = push_delay_list[i].element;
1411 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1412 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1415 /* set push delay value for Supaplex elements for newer engine versions */
1416 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1418 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1420 if (IS_SP_ELEMENT(i))
1422 /* set SP push delay to just enough to push under a falling zonk */
1423 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1425 element_info[i].push_delay_fixed = delay;
1426 element_info[i].push_delay_random = 0;
1431 /* ---------- initialize move stepsize ----------------------------------- */
1433 /* initialize move stepsize values to default */
1434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1435 if (!IS_CUSTOM_ELEMENT(i))
1436 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1438 /* set move stepsize value for certain elements from pre-defined list */
1439 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1441 int e = move_stepsize_list[i].element;
1443 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1446 /* ---------- initialize collect score ----------------------------------- */
1448 /* initialize collect score values for custom elements from initial value */
1449 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1450 if (IS_CUSTOM_ELEMENT(i))
1451 element_info[i].collect_score = element_info[i].collect_score_initial;
1453 /* ---------- initialize collect count ----------------------------------- */
1455 /* initialize collect count values for non-custom elements */
1456 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1457 if (!IS_CUSTOM_ELEMENT(i))
1458 element_info[i].collect_count_initial = 0;
1460 /* add collect count values for all elements from pre-defined list */
1461 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1462 element_info[collect_count_list[i].element].collect_count_initial =
1463 collect_count_list[i].count;
1465 /* ---------- initialize access direction -------------------------------- */
1467 /* initialize access direction values to default (access from every side) */
1468 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1469 if (!IS_CUSTOM_ELEMENT(i))
1470 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1472 /* set access direction value for certain elements from pre-defined list */
1473 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1474 element_info[access_direction_list[i].element].access_direction =
1475 access_direction_list[i].direction;
1480 =============================================================================
1482 -----------------------------------------------------------------------------
1483 initialize and start new game
1484 =============================================================================
1489 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1490 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1491 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1496 /* don't play tapes over network */
1497 network_playing = (options.network && !tape.playing);
1499 for (i = 0; i < MAX_PLAYERS; i++)
1501 struct PlayerInfo *player = &stored_player[i];
1503 player->index_nr = i;
1504 player->index_bit = (1 << i);
1505 player->element_nr = EL_PLAYER_1 + i;
1507 player->present = FALSE;
1508 player->active = FALSE;
1511 player->effective_action = 0;
1512 player->programmed_action = 0;
1515 player->gems_still_needed = level.gems_needed;
1516 player->sokobanfields_still_needed = 0;
1517 player->lights_still_needed = 0;
1518 player->friends_still_needed = 0;
1520 for (j = 0; j < MAX_NUM_KEYS; j++)
1521 player->key[j] = FALSE;
1523 player->dynabomb_count = 0;
1524 player->dynabomb_size = 1;
1525 player->dynabombs_left = 0;
1526 player->dynabomb_xl = FALSE;
1528 player->MovDir = MV_NONE;
1531 player->GfxDir = MV_NONE;
1532 player->GfxAction = ACTION_DEFAULT;
1534 player->StepFrame = 0;
1536 player->use_murphy_graphic = FALSE;
1538 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1539 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1541 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1543 player->actual_frame_counter = 0;
1545 player->step_counter = 0;
1547 player->last_move_dir = MV_NONE;
1549 player->is_waiting = FALSE;
1550 player->is_moving = FALSE;
1551 player->is_auto_moving = FALSE;
1552 player->is_digging = FALSE;
1553 player->is_snapping = FALSE;
1554 player->is_collecting = FALSE;
1555 player->is_pushing = FALSE;
1556 player->is_switching = FALSE;
1557 player->is_dropping = FALSE;
1559 player->is_bored = FALSE;
1560 player->is_sleeping = FALSE;
1562 player->frame_counter_bored = -1;
1563 player->frame_counter_sleeping = -1;
1565 player->anim_delay_counter = 0;
1566 player->post_delay_counter = 0;
1568 player->action_waiting = ACTION_DEFAULT;
1569 player->last_action_waiting = ACTION_DEFAULT;
1570 player->special_action_bored = ACTION_DEFAULT;
1571 player->special_action_sleeping = ACTION_DEFAULT;
1573 player->num_special_action_bored = 0;
1574 player->num_special_action_sleeping = 0;
1576 /* determine number of special actions for bored and sleeping animation */
1577 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1579 boolean found = FALSE;
1581 for (k = 0; k < NUM_DIRECTIONS; k++)
1582 if (el_act_dir2img(player->element_nr, j, k) !=
1583 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1587 player->num_special_action_bored++;
1591 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1593 boolean found = FALSE;
1595 for (k = 0; k < NUM_DIRECTIONS; k++)
1596 if (el_act_dir2img(player->element_nr, j, k) !=
1597 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1601 player->num_special_action_sleeping++;
1606 player->switch_x = -1;
1607 player->switch_y = -1;
1609 player->drop_x = -1;
1610 player->drop_y = -1;
1612 player->show_envelope = 0;
1614 player->move_delay = game.initial_move_delay;
1615 player->move_delay_value = game.initial_move_delay_value;
1617 player->move_delay_value_next = -1;
1619 player->move_delay_reset_counter = 0;
1621 player->push_delay = -1; /* initialized when pushing starts */
1622 player->push_delay_value = game.initial_push_delay_value;
1624 player->drop_delay = 0;
1626 player->last_jx = player->last_jy = 0;
1627 player->jx = player->jy = 0;
1629 player->shield_normal_time_left = 0;
1630 player->shield_deadly_time_left = 0;
1632 player->inventory_infinite_element = EL_UNDEFINED;
1633 player->inventory_size = 0;
1635 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1636 SnapField(player, 0, 0);
1638 player->LevelSolved = FALSE;
1639 player->GameOver = FALSE;
1642 network_player_action_received = FALSE;
1644 #if defined(NETWORK_AVALIABLE)
1645 /* initial null action */
1646 if (network_playing)
1647 SendToServer_MovePlayer(MV_NONE);
1656 TimeLeft = level.time;
1659 ScreenMovDir = MV_NONE;
1663 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1665 AllPlayersGone = FALSE;
1667 game.yamyam_content_nr = 0;
1668 game.magic_wall_active = FALSE;
1669 game.magic_wall_time_left = 0;
1670 game.light_time_left = 0;
1671 game.timegate_time_left = 0;
1672 game.switchgate_pos = 0;
1673 game.wind_direction = level.wind_direction_initial;
1674 game.gravity = level.initial_gravity;
1675 game.explosions_delayed = TRUE;
1677 game.envelope_active = FALSE;
1679 for (i = 0; i < NUM_BELTS; i++)
1681 game.belt_dir[i] = MV_NONE;
1682 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1685 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1686 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1688 for (x = 0; x < lev_fieldx; x++)
1690 for (y = 0; y < lev_fieldy; y++)
1692 Feld[x][y] = level.field[x][y];
1693 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1694 ChangeDelay[x][y] = 0;
1695 ChangePage[x][y] = -1;
1696 #if USE_NEW_CUSTOM_VALUE
1697 CustomValue[x][y] = 0; /* initialized in InitField() */
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] = FALSE;
1708 ChangeEvent[x][y] = -1;
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_NONE;
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 #if USE_NEW_ALL_SLIPPERY
1747 /* initialize type of slippery elements */
1748 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1750 if (!IS_CUSTOM_ELEMENT(i))
1752 /* default: elements slip down either to the left or right randomly */
1753 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1755 /* SP style elements prefer to slip down on the left side */
1756 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1757 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1759 /* BD style elements prefer to slip down on the left side */
1760 if (game.emulation == EMU_BOULDERDASH)
1761 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1766 /* initialize explosion and ignition delay */
1767 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1769 if (!IS_CUSTOM_ELEMENT(i))
1772 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1773 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1774 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1775 int last_phase = (num_phase + 1) * delay;
1776 int half_phase = (num_phase / 2) * delay;
1778 element_info[i].explosion_delay = last_phase - 1;
1779 element_info[i].ignition_delay = half_phase;
1781 if (i == EL_BLACK_ORB)
1782 element_info[i].ignition_delay = 1;
1786 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1787 element_info[i].explosion_delay = 1;
1789 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1790 element_info[i].ignition_delay = 1;
1794 /* correct non-moving belts to start moving left */
1795 for (i = 0; i < NUM_BELTS; i++)
1796 if (game.belt_dir[i] == MV_NONE)
1797 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1799 /* check if any connected player was not found in playfield */
1800 for (i = 0; i < MAX_PLAYERS; i++)
1802 struct PlayerInfo *player = &stored_player[i];
1804 if (player->connected && !player->present)
1806 for (j = 0; j < MAX_PLAYERS; j++)
1808 struct PlayerInfo *some_player = &stored_player[j];
1809 int jx = some_player->jx, jy = some_player->jy;
1811 /* assign first free player found that is present in the playfield */
1812 if (some_player->present && !some_player->connected)
1814 player->present = TRUE;
1815 player->active = TRUE;
1817 some_player->present = FALSE;
1818 some_player->active = FALSE;
1821 player->element_nr = some_player->element_nr;
1824 player->block_last_field = some_player->block_last_field;
1825 player->block_delay_adjustment = some_player->block_delay_adjustment;
1827 StorePlayer[jx][jy] = player->element_nr;
1828 player->jx = player->last_jx = jx;
1829 player->jy = player->last_jy = jy;
1839 /* when playing a tape, eliminate all players which do not participate */
1841 for (i = 0; i < MAX_PLAYERS; i++)
1843 if (stored_player[i].active && !tape.player_participates[i])
1845 struct PlayerInfo *player = &stored_player[i];
1846 int jx = player->jx, jy = player->jy;
1848 player->active = FALSE;
1849 StorePlayer[jx][jy] = 0;
1850 Feld[jx][jy] = EL_EMPTY;
1854 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1856 /* when in single player mode, eliminate all but the first active player */
1858 for (i = 0; i < MAX_PLAYERS; i++)
1860 if (stored_player[i].active)
1862 for (j = i + 1; j < MAX_PLAYERS; j++)
1864 if (stored_player[j].active)
1866 struct PlayerInfo *player = &stored_player[j];
1867 int jx = player->jx, jy = player->jy;
1869 player->active = FALSE;
1870 player->present = FALSE;
1872 StorePlayer[jx][jy] = 0;
1873 Feld[jx][jy] = EL_EMPTY;
1880 /* when recording the game, store which players take part in the game */
1883 for (i = 0; i < MAX_PLAYERS; i++)
1884 if (stored_player[i].active)
1885 tape.player_participates[i] = TRUE;
1890 for (i = 0; i < MAX_PLAYERS; i++)
1892 struct PlayerInfo *player = &stored_player[i];
1894 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1899 if (local_player == player)
1900 printf("Player %d is local player.\n", i+1);
1904 if (BorderElement == EL_EMPTY)
1907 SBX_Right = lev_fieldx - SCR_FIELDX;
1909 SBY_Lower = lev_fieldy - SCR_FIELDY;
1914 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1916 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1919 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1920 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1922 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1923 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1925 /* if local player not found, look for custom element that might create
1926 the player (make some assumptions about the right custom element) */
1927 if (!local_player->present)
1929 int start_x = 0, start_y = 0;
1930 int found_rating = 0;
1931 int found_element = EL_UNDEFINED;
1933 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1935 int element = Feld[x][y];
1940 if (!IS_CUSTOM_ELEMENT(element))
1943 if (CAN_CHANGE(element))
1945 for (i = 0; i < element_info[element].num_change_pages; i++)
1947 content = element_info[element].change_page[i].target_element;
1948 is_player = ELEM_IS_PLAYER(content);
1950 if (is_player && (found_rating < 3 || element < found_element))
1956 found_element = element;
1961 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1963 content = element_info[element].content.e[xx][yy];
1964 is_player = ELEM_IS_PLAYER(content);
1966 if (is_player && (found_rating < 2 || element < found_element))
1968 start_x = x + xx - 1;
1969 start_y = y + yy - 1;
1972 found_element = element;
1975 if (!CAN_CHANGE(element))
1978 for (i = 0; i < element_info[element].num_change_pages; i++)
1981 element_info[element].change_page[i].target_content.e[xx][yy];
1983 is_player = ELEM_IS_PLAYER(content);
1985 if (is_player && (found_rating < 1 || element < found_element))
1987 start_x = x + xx - 1;
1988 start_y = y + yy - 1;
1991 found_element = element;
1997 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1998 start_x > SBX_Right + MIDPOSX ? SBX_Right :
2001 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
2002 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
2007 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2008 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2009 local_player->jx - MIDPOSX);
2011 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2012 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2013 local_player->jy - MIDPOSY);
2016 if (!game.restart_level)
2017 CloseDoor(DOOR_CLOSE_1);
2019 /* !!! FIX THIS (START) !!! */
2020 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2022 InitGameEngine_EM();
2029 /* after drawing the level, correct some elements */
2030 if (game.timegate_time_left == 0)
2031 CloseAllOpenTimegates();
2033 if (setup.soft_scrolling)
2034 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2036 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2039 /* !!! FIX THIS (END) !!! */
2041 if (!game.restart_level)
2043 /* copy default game door content to main double buffer */
2044 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2045 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2048 DrawGameDoorValues();
2050 if (!game.restart_level)
2054 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2055 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2056 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2060 /* copy actual game door content to door double buffer for OpenDoor() */
2061 BlitBitmap(drawto, bitmap_db_door,
2062 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2064 OpenDoor(DOOR_OPEN_ALL);
2066 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2068 if (setup.sound_music)
2071 KeyboardAutoRepeatOffUnlessAutoplay();
2075 for (i = 0; i < MAX_PLAYERS; i++)
2076 printf("Player %d %sactive.\n",
2077 i + 1, (stored_player[i].active ? "" : "not "));
2081 game.restart_level = FALSE;
2084 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2086 /* this is used for non-R'n'D game engines to update certain engine values */
2088 /* needed to determine if sounds are played within the visible screen area */
2089 scroll_x = actual_scroll_x;
2090 scroll_y = actual_scroll_y;
2093 void InitMovDir(int x, int y)
2095 int i, element = Feld[x][y];
2096 static int xy[4][2] =
2103 static int direction[3][4] =
2105 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2106 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2107 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2116 Feld[x][y] = EL_BUG;
2117 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2120 case EL_SPACESHIP_RIGHT:
2121 case EL_SPACESHIP_UP:
2122 case EL_SPACESHIP_LEFT:
2123 case EL_SPACESHIP_DOWN:
2124 Feld[x][y] = EL_SPACESHIP;
2125 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2128 case EL_BD_BUTTERFLY_RIGHT:
2129 case EL_BD_BUTTERFLY_UP:
2130 case EL_BD_BUTTERFLY_LEFT:
2131 case EL_BD_BUTTERFLY_DOWN:
2132 Feld[x][y] = EL_BD_BUTTERFLY;
2133 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2136 case EL_BD_FIREFLY_RIGHT:
2137 case EL_BD_FIREFLY_UP:
2138 case EL_BD_FIREFLY_LEFT:
2139 case EL_BD_FIREFLY_DOWN:
2140 Feld[x][y] = EL_BD_FIREFLY;
2141 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2144 case EL_PACMAN_RIGHT:
2146 case EL_PACMAN_LEFT:
2147 case EL_PACMAN_DOWN:
2148 Feld[x][y] = EL_PACMAN;
2149 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2152 case EL_SP_SNIKSNAK:
2153 MovDir[x][y] = MV_UP;
2156 case EL_SP_ELECTRON:
2157 MovDir[x][y] = MV_LEFT;
2164 Feld[x][y] = EL_MOLE;
2165 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2169 if (IS_CUSTOM_ELEMENT(element))
2171 struct ElementInfo *ei = &element_info[element];
2172 int move_direction_initial = ei->move_direction_initial;
2173 int move_pattern = ei->move_pattern;
2175 if (move_direction_initial == MV_START_PREVIOUS)
2177 if (MovDir[x][y] != MV_NONE)
2180 move_direction_initial = MV_START_AUTOMATIC;
2183 if (move_direction_initial == MV_START_RANDOM)
2184 MovDir[x][y] = 1 << RND(4);
2185 else if (move_direction_initial & MV_ANY_DIRECTION)
2186 MovDir[x][y] = move_direction_initial;
2187 else if (move_pattern == MV_ALL_DIRECTIONS ||
2188 move_pattern == MV_TURNING_LEFT ||
2189 move_pattern == MV_TURNING_RIGHT ||
2190 move_pattern == MV_TURNING_LEFT_RIGHT ||
2191 move_pattern == MV_TURNING_RIGHT_LEFT ||
2192 move_pattern == MV_TURNING_RANDOM)
2193 MovDir[x][y] = 1 << RND(4);
2194 else if (move_pattern == MV_HORIZONTAL)
2195 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2196 else if (move_pattern == MV_VERTICAL)
2197 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2198 else if (move_pattern & MV_ANY_DIRECTION)
2199 MovDir[x][y] = element_info[element].move_pattern;
2200 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2201 move_pattern == MV_ALONG_RIGHT_SIDE)
2203 /* use random direction as default start direction */
2204 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2205 MovDir[x][y] = 1 << RND(4);
2207 for (i = 0; i < NUM_DIRECTIONS; i++)
2209 int x1 = x + xy[i][0];
2210 int y1 = y + xy[i][1];
2212 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2214 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2215 MovDir[x][y] = direction[0][i];
2217 MovDir[x][y] = direction[1][i];
2226 MovDir[x][y] = 1 << RND(4);
2228 if (element != EL_BUG &&
2229 element != EL_SPACESHIP &&
2230 element != EL_BD_BUTTERFLY &&
2231 element != EL_BD_FIREFLY)
2234 for (i = 0; i < NUM_DIRECTIONS; i++)
2236 int x1 = x + xy[i][0];
2237 int y1 = y + xy[i][1];
2239 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2241 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2243 MovDir[x][y] = direction[0][i];
2246 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2247 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2249 MovDir[x][y] = direction[1][i];
2258 GfxDir[x][y] = MovDir[x][y];
2261 void InitAmoebaNr(int x, int y)
2264 int group_nr = AmoebeNachbarNr(x, y);
2268 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2270 if (AmoebaCnt[i] == 0)
2278 AmoebaNr[x][y] = group_nr;
2279 AmoebaCnt[group_nr]++;
2280 AmoebaCnt2[group_nr]++;
2286 boolean raise_level = FALSE;
2288 if (local_player->MovPos)
2291 if (tape.auto_play) /* tape might already be stopped here */
2292 tape.auto_play_level_solved = TRUE;
2294 local_player->LevelSolved = FALSE;
2296 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2300 if (!tape.playing && setup.sound_loops)
2301 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2302 SND_CTRL_PLAY_LOOP);
2304 while (TimeLeft > 0)
2306 if (!tape.playing && !setup.sound_loops)
2307 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2308 if (TimeLeft > 0 && !(TimeLeft % 10))
2309 RaiseScore(level.score[SC_TIME_BONUS]);
2310 if (TimeLeft > 100 && !(TimeLeft % 10))
2315 DrawGameValue_Time(TimeLeft);
2323 if (!tape.playing && setup.sound_loops)
2324 StopSound(SND_GAME_LEVELTIME_BONUS);
2326 else if (level.time == 0) /* level without time limit */
2328 if (!tape.playing && setup.sound_loops)
2329 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2330 SND_CTRL_PLAY_LOOP);
2332 while (TimePlayed < 999)
2334 if (!tape.playing && !setup.sound_loops)
2335 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2336 if (TimePlayed < 999 && !(TimePlayed % 10))
2337 RaiseScore(level.score[SC_TIME_BONUS]);
2338 if (TimePlayed < 900 && !(TimePlayed % 10))
2343 DrawGameValue_Time(TimePlayed);
2351 if (!tape.playing && setup.sound_loops)
2352 StopSound(SND_GAME_LEVELTIME_BONUS);
2355 /* close exit door after last player */
2356 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2357 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2358 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2360 int element = Feld[ExitX][ExitY];
2362 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2363 EL_SP_EXIT_CLOSING);
2365 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2368 /* player disappears */
2369 if (ExitX >= 0 && ExitY >= 0)
2370 DrawLevelField(ExitX, ExitY);
2377 CloseDoor(DOOR_CLOSE_1);
2382 SaveTape(tape.level_nr); /* Ask to save tape */
2385 if (level_nr == leveldir_current->handicap_level)
2387 leveldir_current->handicap_level++;
2388 SaveLevelSetup_SeriesInfo();
2391 if (level_editor_test_game)
2392 local_player->score = -1; /* no highscore when playing from editor */
2393 else if (level_nr < leveldir_current->last_level)
2394 raise_level = TRUE; /* advance to next level */
2396 if ((hi_pos = NewHiScore()) >= 0)
2398 game_status = GAME_MODE_SCORES;
2399 DrawHallOfFame(hi_pos);
2408 game_status = GAME_MODE_MAIN;
2425 LoadScore(level_nr);
2427 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2428 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2431 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2433 if (local_player->score > highscore[k].Score)
2435 /* player has made it to the hall of fame */
2437 if (k < MAX_SCORE_ENTRIES - 1)
2439 int m = MAX_SCORE_ENTRIES - 1;
2442 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2443 if (!strcmp(setup.player_name, highscore[l].Name))
2445 if (m == k) /* player's new highscore overwrites his old one */
2449 for (l = m; l > k; l--)
2451 strcpy(highscore[l].Name, highscore[l - 1].Name);
2452 highscore[l].Score = highscore[l - 1].Score;
2459 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2460 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2461 highscore[k].Score = local_player->score;
2467 else if (!strncmp(setup.player_name, highscore[k].Name,
2468 MAX_PLAYER_NAME_LEN))
2469 break; /* player already there with a higher score */
2475 SaveScore(level_nr);
2480 inline static int getElementMoveStepsize(int x, int y)
2482 int element = Feld[x][y];
2483 int direction = MovDir[x][y];
2484 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2485 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2486 int horiz_move = (dx != 0);
2487 int sign = (horiz_move ? dx : dy);
2488 int step = sign * element_info[element].move_stepsize;
2490 /* special values for move stepsize for spring and things on conveyor belt */
2494 if (element == EL_SPRING)
2495 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2496 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2497 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2498 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2500 if (CAN_FALL(element) &&
2501 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2502 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2503 else if (element == EL_SPRING)
2504 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2511 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2513 if (player->GfxAction != action || player->GfxDir != dir)
2516 printf("Player frame reset! (%d => %d, %d => %d)\n",
2517 player->GfxAction, action, player->GfxDir, dir);
2520 player->GfxAction = action;
2521 player->GfxDir = dir;
2523 player->StepFrame = 0;
2527 static void ResetRandomAnimationValue(int x, int y)
2529 GfxRandom[x][y] = INIT_GFX_RANDOM();
2532 static void ResetGfxAnimation(int x, int y)
2535 GfxAction[x][y] = ACTION_DEFAULT;
2536 GfxDir[x][y] = MovDir[x][y];
2539 void InitMovingField(int x, int y, int direction)
2541 int element = Feld[x][y];
2542 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2543 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2547 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2548 ResetGfxAnimation(x, y);
2550 MovDir[x][y] = direction;
2551 GfxDir[x][y] = direction;
2552 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2553 ACTION_FALLING : ACTION_MOVING);
2555 /* this is needed for CEs with property "can move" / "not moving" */
2557 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2559 if (Feld[newx][newy] == EL_EMPTY)
2560 Feld[newx][newy] = EL_BLOCKED;
2562 MovDir[newx][newy] = MovDir[x][y];
2564 #if USE_NEW_CUSTOM_VALUE
2565 CustomValue[newx][newy] = CustomValue[x][y];
2568 GfxFrame[newx][newy] = GfxFrame[x][y];
2569 GfxRandom[newx][newy] = GfxRandom[x][y];
2570 GfxAction[newx][newy] = GfxAction[x][y];
2571 GfxDir[newx][newy] = GfxDir[x][y];
2575 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2577 int direction = MovDir[x][y];
2578 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2579 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2585 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2587 int oldx = x, oldy = y;
2588 int direction = MovDir[x][y];
2590 if (direction == MV_LEFT)
2592 else if (direction == MV_RIGHT)
2594 else if (direction == MV_UP)
2596 else if (direction == MV_DOWN)
2599 *comes_from_x = oldx;
2600 *comes_from_y = oldy;
2603 int MovingOrBlocked2Element(int x, int y)
2605 int element = Feld[x][y];
2607 if (element == EL_BLOCKED)
2611 Blocked2Moving(x, y, &oldx, &oldy);
2612 return Feld[oldx][oldy];
2618 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2620 /* like MovingOrBlocked2Element(), but if element is moving
2621 and (x,y) is the field the moving element is just leaving,
2622 return EL_BLOCKED instead of the element value */
2623 int element = Feld[x][y];
2625 if (IS_MOVING(x, y))
2627 if (element == EL_BLOCKED)
2631 Blocked2Moving(x, y, &oldx, &oldy);
2632 return Feld[oldx][oldy];
2641 static void RemoveField(int x, int y)
2643 Feld[x][y] = EL_EMPTY;
2649 #if USE_NEW_CUSTOM_VALUE
2650 CustomValue[x][y] = 0;
2654 ChangeDelay[x][y] = 0;
2655 ChangePage[x][y] = -1;
2656 Pushed[x][y] = FALSE;
2659 ExplodeField[x][y] = EX_TYPE_NONE;
2662 GfxElement[x][y] = EL_UNDEFINED;
2663 GfxAction[x][y] = ACTION_DEFAULT;
2664 GfxDir[x][y] = MV_NONE;
2667 void RemoveMovingField(int x, int y)
2669 int oldx = x, oldy = y, newx = x, newy = y;
2670 int element = Feld[x][y];
2671 int next_element = EL_UNDEFINED;
2673 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2676 if (IS_MOVING(x, y))
2678 Moving2Blocked(x, y, &newx, &newy);
2680 if (Feld[newx][newy] != EL_BLOCKED)
2682 /* element is moving, but target field is not free (blocked), but
2683 already occupied by something different (example: acid pool);
2684 in this case, only remove the moving field, but not the target */
2686 RemoveField(oldx, oldy);
2688 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2690 DrawLevelField(oldx, oldy);
2695 else if (element == EL_BLOCKED)
2697 Blocked2Moving(x, y, &oldx, &oldy);
2698 if (!IS_MOVING(oldx, oldy))
2702 if (element == EL_BLOCKED &&
2703 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2704 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2705 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2706 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2707 next_element = get_next_element(Feld[oldx][oldy]);
2709 RemoveField(oldx, oldy);
2710 RemoveField(newx, newy);
2712 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2714 if (next_element != EL_UNDEFINED)
2715 Feld[oldx][oldy] = next_element;
2717 DrawLevelField(oldx, oldy);
2718 DrawLevelField(newx, newy);
2721 void DrawDynamite(int x, int y)
2723 int sx = SCREENX(x), sy = SCREENY(y);
2724 int graphic = el2img(Feld[x][y]);
2727 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2730 if (IS_WALKABLE_INSIDE(Back[x][y]))
2734 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2735 else if (Store[x][y])
2736 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2738 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2740 if (Back[x][y] || Store[x][y])
2741 DrawGraphicThruMask(sx, sy, graphic, frame);
2743 DrawGraphic(sx, sy, graphic, frame);
2746 void CheckDynamite(int x, int y)
2748 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2752 if (MovDelay[x][y] != 0)
2755 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2761 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2766 void DrawRelocatePlayer(struct PlayerInfo *player)
2768 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2769 boolean no_delay = (tape.warp_forward);
2770 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2771 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2772 int jx = player->jx;
2773 int jy = player->jy;
2775 if (level.instant_relocation)
2777 int offset = (setup.scroll_delay ? 3 : 0);
2779 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2781 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2782 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2783 local_player->jx - MIDPOSX);
2785 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2786 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2787 local_player->jy - MIDPOSY);
2791 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2792 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2793 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2795 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2796 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2797 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2799 /* don't scroll over playfield boundaries */
2800 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2801 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2803 /* don't scroll over playfield boundaries */
2804 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2805 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2808 RedrawPlayfield(TRUE, 0,0,0,0);
2812 int scroll_xx = -999, scroll_yy = -999;
2814 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2816 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2819 int fx = FX, fy = FY;
2821 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2822 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2823 local_player->jx - MIDPOSX);
2825 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2826 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2827 local_player->jy - MIDPOSY);
2829 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2830 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2832 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2838 fx += dx * TILEX / 2;
2839 fy += dy * TILEY / 2;
2841 ScrollLevel(dx, dy);
2844 /* scroll in two steps of half tile size to make things smoother */
2845 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2847 Delay(wait_delay_value);
2849 /* scroll second step to align at full tile size */
2851 Delay(wait_delay_value);
2856 Delay(wait_delay_value);
2860 void RelocatePlayer(int jx, int jy, int el_player_raw)
2862 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2863 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2864 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2865 boolean no_delay = (tape.warp_forward);
2866 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2867 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2868 int old_jx = player->jx;
2869 int old_jy = player->jy;
2870 int old_element = Feld[old_jx][old_jy];
2871 int element = Feld[jx][jy];
2872 boolean player_relocated = (old_jx != jx || old_jy != jy);
2874 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2875 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2876 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2877 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2878 int leave_side_horiz = move_dir_horiz;
2879 int leave_side_vert = move_dir_vert;
2880 int enter_side = enter_side_horiz | enter_side_vert;
2881 int leave_side = leave_side_horiz | leave_side_vert;
2883 if (player->GameOver) /* do not reanimate dead player */
2886 if (!player_relocated) /* no need to relocate the player */
2889 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2891 RemoveField(jx, jy); /* temporarily remove newly placed player */
2892 DrawLevelField(jx, jy);
2895 if (player->present)
2897 while (player->MovPos)
2899 ScrollPlayer(player, SCROLL_GO_ON);
2900 ScrollScreen(NULL, SCROLL_GO_ON);
2902 AdvanceFrameAndPlayerCounters(player->index_nr);
2907 Delay(wait_delay_value);
2910 DrawPlayer(player); /* needed here only to cleanup last field */
2911 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2913 player->is_moving = FALSE;
2916 if (IS_CUSTOM_ELEMENT(old_element))
2917 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2919 player->index_bit, leave_side);
2921 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
2923 player->index_bit, leave_side);
2925 Feld[jx][jy] = el_player;
2926 InitPlayerField(jx, jy, el_player, TRUE);
2928 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2930 Feld[jx][jy] = element;
2931 InitField(jx, jy, FALSE);
2934 if (player == local_player) /* only visually relocate local player */
2935 DrawRelocatePlayer(player);
2937 TestIfPlayerTouchesBadThing(jx, jy);
2938 TestIfPlayerTouchesCustomElement(jx, jy);
2940 if (IS_CUSTOM_ELEMENT(element))
2941 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2942 player->index_bit, enter_side);
2944 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
2945 player->index_bit, enter_side);
2948 void Explode(int ex, int ey, int phase, int mode)
2954 /* !!! eliminate this variable !!! */
2955 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2957 if (game.explosions_delayed)
2959 ExplodeField[ex][ey] = mode;
2963 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2965 int center_element = Feld[ex][ey];
2968 /* --- This is only really needed (and now handled) in "Impact()". --- */
2969 /* do not explode moving elements that left the explode field in time */
2970 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2971 center_element == EL_EMPTY &&
2972 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2976 if (mode == EX_TYPE_NORMAL ||
2977 mode == EX_TYPE_CENTER ||
2978 mode == EX_TYPE_CROSS)
2979 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2981 /* remove things displayed in background while burning dynamite */
2982 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2985 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2987 /* put moving element to center field (and let it explode there) */
2988 center_element = MovingOrBlocked2Element(ex, ey);
2989 RemoveMovingField(ex, ey);
2990 Feld[ex][ey] = center_element;
2993 last_phase = element_info[center_element].explosion_delay + 1;
2995 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2997 int xx = x - ex + 1;
2998 int yy = y - ey + 1;
3001 if (!IN_LEV_FIELD(x, y) ||
3002 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3003 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3006 element = Feld[x][y];
3008 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3010 element = MovingOrBlocked2Element(x, y);
3012 if (!IS_EXPLOSION_PROOF(element))
3013 RemoveMovingField(x, y);
3016 /* indestructible elements can only explode in center (but not flames) */
3017 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3018 mode == EX_TYPE_BORDER)) ||
3019 element == EL_FLAMES)
3022 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
3023 behaviour, for example when touching a yamyam that explodes to rocks
3024 with active deadly shield, a rock is created under the player !!! */
3025 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
3027 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3028 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3029 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3031 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3034 if (IS_ACTIVE_BOMB(element))
3036 /* re-activate things under the bomb like gate or penguin */
3037 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3044 /* save walkable background elements while explosion on same tile */
3045 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3046 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3047 Back[x][y] = element;
3049 /* ignite explodable elements reached by other explosion */
3050 if (element == EL_EXPLOSION)
3051 element = Store2[x][y];
3053 if (AmoebaNr[x][y] &&
3054 (element == EL_AMOEBA_FULL ||
3055 element == EL_BD_AMOEBA ||
3056 element == EL_AMOEBA_GROWING))
3058 AmoebaCnt[AmoebaNr[x][y]]--;
3059 AmoebaCnt2[AmoebaNr[x][y]]--;
3064 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3066 switch(StorePlayer[ex][ey])
3069 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3072 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3075 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3079 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3083 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3084 Store[x][y] = EL_EMPTY;
3086 else if (center_element == EL_MOLE)
3087 Store[x][y] = EL_EMERALD_RED;
3088 else if (center_element == EL_PENGUIN)
3089 Store[x][y] = EL_EMERALD_PURPLE;
3090 else if (center_element == EL_BUG)
3091 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3092 else if (center_element == EL_BD_BUTTERFLY)
3093 Store[x][y] = EL_BD_DIAMOND;
3094 else if (center_element == EL_SP_ELECTRON)
3095 Store[x][y] = EL_SP_INFOTRON;
3096 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3097 Store[x][y] = level.amoeba_content;
3098 else if (center_element == EL_YAMYAM)
3099 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3100 else if (IS_CUSTOM_ELEMENT(center_element) &&
3101 element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3102 Store[x][y] = element_info[center_element].content.e[xx][yy];
3103 else if (element == EL_WALL_EMERALD)
3104 Store[x][y] = EL_EMERALD;
3105 else if (element == EL_WALL_DIAMOND)
3106 Store[x][y] = EL_DIAMOND;
3107 else if (element == EL_WALL_BD_DIAMOND)
3108 Store[x][y] = EL_BD_DIAMOND;
3109 else if (element == EL_WALL_EMERALD_YELLOW)
3110 Store[x][y] = EL_EMERALD_YELLOW;
3111 else if (element == EL_WALL_EMERALD_RED)
3112 Store[x][y] = EL_EMERALD_RED;
3113 else if (element == EL_WALL_EMERALD_PURPLE)
3114 Store[x][y] = EL_EMERALD_PURPLE;
3115 else if (element == EL_WALL_PEARL)
3116 Store[x][y] = EL_PEARL;
3117 else if (element == EL_WALL_CRYSTAL)
3118 Store[x][y] = EL_CRYSTAL;
3119 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3120 Store[x][y] = element_info[element].content.e[1][1];
3122 Store[x][y] = EL_EMPTY;
3124 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3125 center_element == EL_AMOEBA_TO_DIAMOND)
3126 Store2[x][y] = element;
3128 Feld[x][y] = EL_EXPLOSION;
3129 GfxElement[x][y] = center_element;
3131 ExplodePhase[x][y] = 1;
3132 ExplodeDelay[x][y] = last_phase;
3137 if (center_element == EL_YAMYAM)
3138 game.yamyam_content_nr =
3139 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3151 GfxFrame[x][y] = 0; /* restart explosion animation */
3153 last_phase = ExplodeDelay[x][y];
3155 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3159 /* activate this even in non-DEBUG version until cause for crash in
3160 getGraphicAnimationFrame() (see below) is found and eliminated */
3165 if (GfxElement[x][y] == EL_UNDEFINED)
3168 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3169 printf("Explode(): This should never happen!\n");
3172 GfxElement[x][y] = EL_EMPTY;
3176 border_element = Store2[x][y];
3177 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3178 border_element = StorePlayer[x][y];
3180 if (phase == element_info[border_element].ignition_delay ||
3181 phase == last_phase)
3183 boolean border_explosion = FALSE;
3185 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3186 !PLAYER_EXPLOSION_PROTECTED(x, y))
3188 KillPlayerUnlessExplosionProtected(x, y);
3189 border_explosion = TRUE;
3191 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3193 Feld[x][y] = Store2[x][y];
3196 border_explosion = TRUE;
3198 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3200 AmoebeUmwandeln(x, y);
3202 border_explosion = TRUE;
3205 /* if an element just explodes due to another explosion (chain-reaction),
3206 do not immediately end the new explosion when it was the last frame of
3207 the explosion (as it would be done in the following "if"-statement!) */
3208 if (border_explosion && phase == last_phase)
3212 if (phase == last_phase)
3216 element = Feld[x][y] = Store[x][y];
3217 Store[x][y] = Store2[x][y] = 0;
3218 GfxElement[x][y] = EL_UNDEFINED;
3220 /* player can escape from explosions and might therefore be still alive */
3221 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3222 element <= EL_PLAYER_IS_EXPLODING_4)
3223 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3225 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3226 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3227 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3230 /* restore probably existing indestructible background element */
3231 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3232 element = Feld[x][y] = Back[x][y];
3235 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3236 GfxDir[x][y] = MV_NONE;
3237 ChangeDelay[x][y] = 0;
3238 ChangePage[x][y] = -1;
3240 #if USE_NEW_CUSTOM_VALUE
3241 CustomValue[x][y] = 0;
3244 InitField_WithBug2(x, y, FALSE);
3246 DrawLevelField(x, y);
3248 TestIfElementTouchesCustomElement(x, y);
3250 if (GFX_CRUMBLED(element))
3251 DrawLevelFieldCrumbledSandNeighbours(x, y);
3253 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3254 StorePlayer[x][y] = 0;
3256 if (ELEM_IS_PLAYER(element))
3257 RelocatePlayer(x, y, element);
3259 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3261 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3262 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3265 DrawLevelFieldCrumbledSand(x, y);
3267 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3269 DrawLevelElement(x, y, Back[x][y]);
3270 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3272 else if (IS_WALKABLE_UNDER(Back[x][y]))
3274 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3275 DrawLevelElementThruMask(x, y, Back[x][y]);
3277 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3278 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3282 void DynaExplode(int ex, int ey)
3285 int dynabomb_element = Feld[ex][ey];
3286 int dynabomb_size = 1;
3287 boolean dynabomb_xl = FALSE;
3288 struct PlayerInfo *player;
3289 static int xy[4][2] =
3297 if (IS_ACTIVE_BOMB(dynabomb_element))
3299 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3300 dynabomb_size = player->dynabomb_size;
3301 dynabomb_xl = player->dynabomb_xl;
3302 player->dynabombs_left++;
3305 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3307 for (i = 0; i < NUM_DIRECTIONS; i++)
3309 for (j = 1; j <= dynabomb_size; j++)
3311 int x = ex + j * xy[i][0];
3312 int y = ey + j * xy[i][1];
3315 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3318 element = Feld[x][y];
3320 /* do not restart explosions of fields with active bombs */
3321 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3324 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3326 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3327 !IS_DIGGABLE(element) && !dynabomb_xl)
3333 void Bang(int x, int y)
3335 int element = MovingOrBlocked2Element(x, y);
3337 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3339 struct PlayerInfo *player = PLAYERINFO(x, y);
3341 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3342 player->element_nr);
3349 case EL_BD_BUTTERFLY:
3352 case EL_DARK_YAMYAM:
3356 RaiseScoreElement(element);
3357 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3359 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3360 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3361 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3362 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3363 case EL_DYNABOMB_INCREASE_NUMBER:
3364 case EL_DYNABOMB_INCREASE_SIZE:
3365 case EL_DYNABOMB_INCREASE_POWER:
3370 case EL_LAMP_ACTIVE:
3371 case EL_AMOEBA_TO_DIAMOND:
3372 if (IS_PLAYER(x, y))
3373 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3375 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3378 if (element_info[element].explosion_type == EXPLODES_CROSS)
3379 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3380 else if (element_info[element].explosion_type == EXPLODES_1X1)
3381 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3383 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3387 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
3390 void SplashAcid(int x, int y)
3392 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3393 (!IN_LEV_FIELD(x - 1, y - 2) ||
3394 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3395 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3397 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3398 (!IN_LEV_FIELD(x + 1, y - 2) ||
3399 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3400 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3402 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3405 static void InitBeltMovement()
3407 static int belt_base_element[4] =
3409 EL_CONVEYOR_BELT_1_LEFT,
3410 EL_CONVEYOR_BELT_2_LEFT,
3411 EL_CONVEYOR_BELT_3_LEFT,
3412 EL_CONVEYOR_BELT_4_LEFT
3414 static int belt_base_active_element[4] =
3416 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3417 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3418 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3419 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3424 /* set frame order for belt animation graphic according to belt direction */
3425 for (i = 0; i < NUM_BELTS; i++)
3429 for (j = 0; j < NUM_BELT_PARTS; j++)
3431 int element = belt_base_active_element[belt_nr] + j;
3432 int graphic = el2img(element);
3434 if (game.belt_dir[i] == MV_LEFT)
3435 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3437 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3441 for (y = 0; y < lev_fieldy; y++)
3443 for (x = 0; x < lev_fieldx; x++)
3445 int element = Feld[x][y];
3447 for (i = 0; i < NUM_BELTS; i++)
3449 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
3451 int e_belt_nr = getBeltNrFromBeltElement(element);
3454 if (e_belt_nr == belt_nr)
3456 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3458 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3466 static void ToggleBeltSwitch(int x, int y)
3468 static int belt_base_element[4] =
3470 EL_CONVEYOR_BELT_1_LEFT,
3471 EL_CONVEYOR_BELT_2_LEFT,
3472 EL_CONVEYOR_BELT_3_LEFT,
3473 EL_CONVEYOR_BELT_4_LEFT
3475 static int belt_base_active_element[4] =
3477 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3478 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3479 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3480 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3482 static int belt_base_switch_element[4] =
3484 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3485 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3486 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3487 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3489 static int belt_move_dir[4] =
3497 int element = Feld[x][y];
3498 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3499 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3500 int belt_dir = belt_move_dir[belt_dir_nr];
3503 if (!IS_BELT_SWITCH(element))
3506 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3507 game.belt_dir[belt_nr] = belt_dir;
3509 if (belt_dir_nr == 3)
3512 /* set frame order for belt animation graphic according to belt direction */
3513 for (i = 0; i < NUM_BELT_PARTS; i++)
3515 int element = belt_base_active_element[belt_nr] + i;
3516 int graphic = el2img(element);
3518 if (belt_dir == MV_LEFT)
3519 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3521 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3524 for (yy = 0; yy < lev_fieldy; yy++)
3526 for (xx = 0; xx < lev_fieldx; xx++)
3528 int element = Feld[xx][yy];
3530 if (IS_BELT_SWITCH(element))
3532 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3534 if (e_belt_nr == belt_nr)
3536 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3537 DrawLevelField(xx, yy);
3540 else if (IS_BELT(element) && belt_dir != MV_NONE)
3542 int e_belt_nr = getBeltNrFromBeltElement(element);
3544 if (e_belt_nr == belt_nr)
3546 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3548 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3549 DrawLevelField(xx, yy);
3552 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
3554 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3556 if (e_belt_nr == belt_nr)
3558 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3560 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3561 DrawLevelField(xx, yy);
3568 static void ToggleSwitchgateSwitch(int x, int y)
3572 game.switchgate_pos = !game.switchgate_pos;
3574 for (yy = 0; yy < lev_fieldy; yy++)
3576 for (xx = 0; xx < lev_fieldx; xx++)
3578 int element = Feld[xx][yy];
3580 if (element == EL_SWITCHGATE_SWITCH_UP ||
3581 element == EL_SWITCHGATE_SWITCH_DOWN)
3583 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3584 DrawLevelField(xx, yy);
3586 else if (element == EL_SWITCHGATE_OPEN ||
3587 element == EL_SWITCHGATE_OPENING)
3589 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3591 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3593 else if (element == EL_SWITCHGATE_CLOSED ||
3594 element == EL_SWITCHGATE_CLOSING)
3596 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3598 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3604 static int getInvisibleActiveFromInvisibleElement(int element)
3606 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3607 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3608 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3612 static int getInvisibleFromInvisibleActiveElement(int element)
3614 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3615 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3616 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3620 static void RedrawAllLightSwitchesAndInvisibleElements()
3624 for (y = 0; y < lev_fieldy; y++)
3626 for (x = 0; x < lev_fieldx; x++)
3628 int element = Feld[x][y];
3630 if (element == EL_LIGHT_SWITCH &&
3631 game.light_time_left > 0)
3633 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3634 DrawLevelField(x, y);
3636 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3637 game.light_time_left == 0)
3639 Feld[x][y] = EL_LIGHT_SWITCH;
3640 DrawLevelField(x, y);
3642 else if (element == EL_INVISIBLE_STEELWALL ||
3643 element == EL_INVISIBLE_WALL ||
3644 element == EL_INVISIBLE_SAND)
3646 if (game.light_time_left > 0)
3647 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3649 DrawLevelField(x, y);
3651 /* uncrumble neighbour fields, if needed */
3652 if (element == EL_INVISIBLE_SAND)
3653 DrawLevelFieldCrumbledSandNeighbours(x, y);
3655 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3656 element == EL_INVISIBLE_WALL_ACTIVE ||
3657 element == EL_INVISIBLE_SAND_ACTIVE)
3659 if (game.light_time_left == 0)
3660 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3662 DrawLevelField(x, y);
3664 /* re-crumble neighbour fields, if needed */
3665 if (element == EL_INVISIBLE_SAND)
3666 DrawLevelFieldCrumbledSandNeighbours(x, y);
3672 static void ToggleLightSwitch(int x, int y)
3674 int element = Feld[x][y];
3676 game.light_time_left =
3677 (element == EL_LIGHT_SWITCH ?
3678 level.time_light * FRAMES_PER_SECOND : 0);
3680 RedrawAllLightSwitchesAndInvisibleElements();
3683 static void ActivateTimegateSwitch(int x, int y)
3687 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3689 for (yy = 0; yy < lev_fieldy; yy++)
3691 for (xx = 0; xx < lev_fieldx; xx++)
3693 int element = Feld[xx][yy];
3695 if (element == EL_TIMEGATE_CLOSED ||
3696 element == EL_TIMEGATE_CLOSING)
3698 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3699 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3703 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3705 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3706 DrawLevelField(xx, yy);
3713 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3716 void Impact(int x, int y)
3718 boolean last_line = (y == lev_fieldy - 1);
3719 boolean object_hit = FALSE;
3720 boolean impact = (last_line || object_hit);
3721 int element = Feld[x][y];
3722 int smashed = EL_STEELWALL;
3724 if (!last_line) /* check if element below was hit */
3726 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3729 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3730 MovDir[x][y + 1] != MV_DOWN ||
3731 MovPos[x][y + 1] <= TILEY / 2));
3733 /* do not smash moving elements that left the smashed field in time */
3734 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3735 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3739 smashed = MovingOrBlocked2Element(x, y + 1);
3741 impact = (last_line || object_hit);
3744 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3746 SplashAcid(x, y + 1);
3750 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3751 /* only reset graphic animation if graphic really changes after impact */
3753 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3755 ResetGfxAnimation(x, y);
3756 DrawLevelField(x, y);
3759 if (impact && CAN_EXPLODE_IMPACT(element))
3764 else if (impact && element == EL_PEARL)
3766 ResetGfxAnimation(x, y);
3768 Feld[x][y] = EL_PEARL_BREAKING;
3769 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3772 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3774 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3779 if (impact && element == EL_AMOEBA_DROP)
3781 if (object_hit && IS_PLAYER(x, y + 1))
3782 KillPlayerUnlessEnemyProtected(x, y + 1);
3783 else if (object_hit && smashed == EL_PENGUIN)
3787 Feld[x][y] = EL_AMOEBA_GROWING;
3788 Store[x][y] = EL_AMOEBA_WET;
3790 ResetRandomAnimationValue(x, y);
3795 if (object_hit) /* check which object was hit */
3797 if (CAN_PASS_MAGIC_WALL(element) &&
3798 (smashed == EL_MAGIC_WALL ||
3799 smashed == EL_BD_MAGIC_WALL))
3802 int activated_magic_wall =
3803 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3804 EL_BD_MAGIC_WALL_ACTIVE);
3806 /* activate magic wall / mill */
3807 for (yy = 0; yy < lev_fieldy; yy++)
3808 for (xx = 0; xx < lev_fieldx; xx++)
3809 if (Feld[xx][yy] == smashed)
3810 Feld[xx][yy] = activated_magic_wall;
3812 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3813 game.magic_wall_active = TRUE;
3815 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3816 SND_MAGIC_WALL_ACTIVATING :
3817 SND_BD_MAGIC_WALL_ACTIVATING));
3820 if (IS_PLAYER(x, y + 1))
3822 if (CAN_SMASH_PLAYER(element))
3824 KillPlayerUnlessEnemyProtected(x, y + 1);
3828 else if (smashed == EL_PENGUIN)
3830 if (CAN_SMASH_PLAYER(element))
3836 else if (element == EL_BD_DIAMOND)
3838 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3844 else if (((element == EL_SP_INFOTRON ||
3845 element == EL_SP_ZONK) &&
3846 (smashed == EL_SP_SNIKSNAK ||
3847 smashed == EL_SP_ELECTRON ||
3848 smashed == EL_SP_DISK_ORANGE)) ||
3849 (element == EL_SP_INFOTRON &&
3850 smashed == EL_SP_DISK_YELLOW))
3855 else if (CAN_SMASH_EVERYTHING(element))
3857 if (IS_CLASSIC_ENEMY(smashed) ||
3858 CAN_EXPLODE_SMASHED(smashed))
3863 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3865 if (smashed == EL_LAMP ||
3866 smashed == EL_LAMP_ACTIVE)
3871 else if (smashed == EL_NUT)
3873 Feld[x][y + 1] = EL_NUT_BREAKING;
3874 PlayLevelSound(x, y, SND_NUT_BREAKING);
3875 RaiseScoreElement(EL_NUT);
3878 else if (smashed == EL_PEARL)
3880 ResetGfxAnimation(x, y);
3882 Feld[x][y + 1] = EL_PEARL_BREAKING;
3883 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3886 else if (smashed == EL_DIAMOND)
3888 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3889 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3892 else if (IS_BELT_SWITCH(smashed))
3894 ToggleBeltSwitch(x, y + 1);
3896 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3897 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3899 ToggleSwitchgateSwitch(x, y + 1);
3901 else if (smashed == EL_LIGHT_SWITCH ||
3902 smashed == EL_LIGHT_SWITCH_ACTIVE)
3904 ToggleLightSwitch(x, y + 1);
3909 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3912 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3914 CheckElementChangeBySide(x, y + 1, smashed, element,
3915 CE_SWITCHED, CH_SIDE_TOP);
3916 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
3922 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3927 /* play sound of magic wall / mill */
3929 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3930 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3932 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3933 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3934 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3935 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3940 /* play sound of object that hits the ground */
3941 if (last_line || object_hit)
3942 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3945 inline static void TurnRoundExt(int x, int y)
3957 { 0, 0 }, { 0, 0 }, { 0, 0 },
3962 int left, right, back;
3966 { MV_DOWN, MV_UP, MV_RIGHT },
3967 { MV_UP, MV_DOWN, MV_LEFT },
3969 { MV_LEFT, MV_RIGHT, MV_DOWN },
3973 { MV_RIGHT, MV_LEFT, MV_UP }
3976 int element = Feld[x][y];
3977 int move_pattern = element_info[element].move_pattern;
3979 int old_move_dir = MovDir[x][y];
3980 int left_dir = turn[old_move_dir].left;
3981 int right_dir = turn[old_move_dir].right;
3982 int back_dir = turn[old_move_dir].back;
3984 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3985 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3986 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3987 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3989 int left_x = x + left_dx, left_y = y + left_dy;
3990 int right_x = x + right_dx, right_y = y + right_dy;
3991 int move_x = x + move_dx, move_y = y + move_dy;
3995 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3997 TestIfBadThingTouchesOtherBadThing(x, y);
3999 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4000 MovDir[x][y] = right_dir;
4001 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4002 MovDir[x][y] = left_dir;
4004 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4006 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4009 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4011 TestIfBadThingTouchesOtherBadThing(x, y);
4013 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4014 MovDir[x][y] = left_dir;
4015 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4016 MovDir[x][y] = right_dir;
4018 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4020 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4023 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4025 TestIfBadThingTouchesOtherBadThing(x, y);
4027 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4028 MovDir[x][y] = left_dir;
4029 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4030 MovDir[x][y] = right_dir;
4032 if (MovDir[x][y] != old_move_dir)
4035 else if (element == EL_YAMYAM)
4037 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4038 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4040 if (can_turn_left && can_turn_right)
4041 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4042 else if (can_turn_left)
4043 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4044 else if (can_turn_right)
4045 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4047 MovDir[x][y] = back_dir;
4049 MovDelay[x][y] = 16 + 16 * RND(3);
4051 else if (element == EL_DARK_YAMYAM)
4053 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4055 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4058 if (can_turn_left && can_turn_right)
4059 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4060 else if (can_turn_left)
4061 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4062 else if (can_turn_right)
4063 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4065 MovDir[x][y] = back_dir;
4067 MovDelay[x][y] = 16 + 16 * RND(3);
4069 else if (element == EL_PACMAN)
4071 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4072 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4074 if (can_turn_left && can_turn_right)
4075 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4076 else if (can_turn_left)
4077 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4078 else if (can_turn_right)
4079 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4081 MovDir[x][y] = back_dir;
4083 MovDelay[x][y] = 6 + RND(40);
4085 else if (element == EL_PIG)
4087 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4088 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4089 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4090 boolean should_turn_left, should_turn_right, should_move_on;
4092 int rnd = RND(rnd_value);
4094 should_turn_left = (can_turn_left &&
4096 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4097 y + back_dy + left_dy)));
4098 should_turn_right = (can_turn_right &&
4100 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4101 y + back_dy + right_dy)));
4102 should_move_on = (can_move_on &&
4105 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4106 y + move_dy + left_dy) ||
4107 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4108 y + move_dy + right_dy)));
4110 if (should_turn_left || should_turn_right || should_move_on)
4112 if (should_turn_left && should_turn_right && should_move_on)
4113 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4114 rnd < 2 * rnd_value / 3 ? right_dir :
4116 else if (should_turn_left && should_turn_right)
4117 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4118 else if (should_turn_left && should_move_on)
4119 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4120 else if (should_turn_right && should_move_on)
4121 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4122 else if (should_turn_left)
4123 MovDir[x][y] = left_dir;
4124 else if (should_turn_right)
4125 MovDir[x][y] = right_dir;
4126 else if (should_move_on)
4127 MovDir[x][y] = old_move_dir;
4129 else if (can_move_on && rnd > rnd_value / 8)
4130 MovDir[x][y] = old_move_dir;
4131 else if (can_turn_left && can_turn_right)
4132 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4133 else if (can_turn_left && rnd > rnd_value / 8)
4134 MovDir[x][y] = left_dir;
4135 else if (can_turn_right && rnd > rnd_value/8)
4136 MovDir[x][y] = right_dir;
4138 MovDir[x][y] = back_dir;
4140 xx = x + move_xy[MovDir[x][y]].x;
4141 yy = y + move_xy[MovDir[x][y]].y;
4143 if (!IN_LEV_FIELD(xx, yy) ||
4144 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4145 MovDir[x][y] = old_move_dir;
4149 else if (element == EL_DRAGON)
4151 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4152 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4153 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4155 int rnd = RND(rnd_value);
4157 if (can_move_on && rnd > rnd_value / 8)
4158 MovDir[x][y] = old_move_dir;
4159 else if (can_turn_left && can_turn_right)
4160 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4161 else if (can_turn_left && rnd > rnd_value / 8)
4162 MovDir[x][y] = left_dir;
4163 else if (can_turn_right && rnd > rnd_value / 8)
4164 MovDir[x][y] = right_dir;
4166 MovDir[x][y] = back_dir;
4168 xx = x + move_xy[MovDir[x][y]].x;
4169 yy = y + move_xy[MovDir[x][y]].y;
4171 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4172 MovDir[x][y] = old_move_dir;
4176 else if (element == EL_MOLE)
4178 boolean can_move_on =
4179 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4180 IS_AMOEBOID(Feld[move_x][move_y]) ||
4181 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4184 boolean can_turn_left =
4185 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4186 IS_AMOEBOID(Feld[left_x][left_y])));
4188 boolean can_turn_right =
4189 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4190 IS_AMOEBOID(Feld[right_x][right_y])));
4192 if (can_turn_left && can_turn_right)
4193 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4194 else if (can_turn_left)
4195 MovDir[x][y] = left_dir;
4197 MovDir[x][y] = right_dir;
4200 if (MovDir[x][y] != old_move_dir)
4203 else if (element == EL_BALLOON)
4205 MovDir[x][y] = game.wind_direction;
4208 else if (element == EL_SPRING)
4210 if (MovDir[x][y] & MV_HORIZONTAL &&
4211 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4212 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4213 MovDir[x][y] = MV_NONE;
4217 else if (element == EL_ROBOT ||
4218 element == EL_SATELLITE ||
4219 element == EL_PENGUIN)
4221 int attr_x = -1, attr_y = -1;
4232 for (i = 0; i < MAX_PLAYERS; i++)
4234 struct PlayerInfo *player = &stored_player[i];
4235 int jx = player->jx, jy = player->jy;
4237 if (!player->active)
4241 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4249 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4250 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4251 game.engine_version < VERSION_IDENT(3,1,0,0)))
4257 if (element == EL_PENGUIN)
4260 static int xy[4][2] =
4268 for (i = 0; i < NUM_DIRECTIONS; i++)
4270 int ex = x + xy[i][0];
4271 int ey = y + xy[i][1];
4273 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4282 MovDir[x][y] = MV_NONE;
4284 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4285 else if (attr_x > x)
4286 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4288 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4289 else if (attr_y > y)
4290 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4292 if (element == EL_ROBOT)
4296 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4297 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4298 Moving2Blocked(x, y, &newx, &newy);
4300 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4301 MovDelay[x][y] = 8 + 8 * !RND(3);
4303 MovDelay[x][y] = 16;
4305 else if (element == EL_PENGUIN)
4311 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4313 boolean first_horiz = RND(2);
4314 int new_move_dir = MovDir[x][y];
4317 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4318 Moving2Blocked(x, y, &newx, &newy);
4320 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4324 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4325 Moving2Blocked(x, y, &newx, &newy);
4327 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4330 MovDir[x][y] = old_move_dir;
4334 else /* (element == EL_SATELLITE) */
4340 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4342 boolean first_horiz = RND(2);
4343 int new_move_dir = MovDir[x][y];
4346 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4347 Moving2Blocked(x, y, &newx, &newy);
4349 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4353 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4354 Moving2Blocked(x, y, &newx, &newy);
4356 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4359 MovDir[x][y] = old_move_dir;
4364 else if (move_pattern == MV_TURNING_LEFT ||
4365 move_pattern == MV_TURNING_RIGHT ||
4366 move_pattern == MV_TURNING_LEFT_RIGHT ||
4367 move_pattern == MV_TURNING_RIGHT_LEFT ||
4368 move_pattern == MV_TURNING_RANDOM ||
4369 move_pattern == MV_ALL_DIRECTIONS)
4371 boolean can_turn_left =
4372 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4373 boolean can_turn_right =
4374 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4376 if (element_info[element].move_stepsize == 0) /* "not moving" */
4379 if (move_pattern == MV_TURNING_LEFT)
4380 MovDir[x][y] = left_dir;
4381 else if (move_pattern == MV_TURNING_RIGHT)
4382 MovDir[x][y] = right_dir;
4383 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4384 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4385 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4386 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4387 else if (move_pattern == MV_TURNING_RANDOM)
4388 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4389 can_turn_right && !can_turn_left ? right_dir :
4390 RND(2) ? left_dir : right_dir);
4391 else if (can_turn_left && can_turn_right)
4392 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4393 else if (can_turn_left)
4394 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4395 else if (can_turn_right)
4396 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4398 MovDir[x][y] = back_dir;
4400 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4402 else if (move_pattern == MV_HORIZONTAL ||
4403 move_pattern == MV_VERTICAL)
4405 if (move_pattern & old_move_dir)
4406 MovDir[x][y] = back_dir;
4407 else if (move_pattern == MV_HORIZONTAL)
4408 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4409 else if (move_pattern == MV_VERTICAL)
4410 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4412 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4414 else if (move_pattern & MV_ANY_DIRECTION)
4416 MovDir[x][y] = move_pattern;
4417 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4419 else if (move_pattern & MV_WIND_DIRECTION)
4421 MovDir[x][y] = game.wind_direction;
4422 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4424 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4426 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4427 MovDir[x][y] = left_dir;
4428 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4429 MovDir[x][y] = right_dir;
4431 if (MovDir[x][y] != old_move_dir)
4432 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4434 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4436 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4437 MovDir[x][y] = right_dir;
4438 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4439 MovDir[x][y] = left_dir;
4441 if (MovDir[x][y] != old_move_dir)
4442 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4444 else if (move_pattern == MV_TOWARDS_PLAYER ||
4445 move_pattern == MV_AWAY_FROM_PLAYER)
4447 int attr_x = -1, attr_y = -1;
4449 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4460 for (i = 0; i < MAX_PLAYERS; i++)
4462 struct PlayerInfo *player = &stored_player[i];
4463 int jx = player->jx, jy = player->jy;
4465 if (!player->active)
4469 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4477 MovDir[x][y] = MV_NONE;
4479 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4480 else if (attr_x > x)
4481 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4483 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4484 else if (attr_y > y)
4485 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4487 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4489 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4491 boolean first_horiz = RND(2);
4492 int new_move_dir = MovDir[x][y];
4494 if (element_info[element].move_stepsize == 0) /* "not moving" */
4496 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4497 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4503 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4504 Moving2Blocked(x, y, &newx, &newy);
4506 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4510 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4511 Moving2Blocked(x, y, &newx, &newy);
4513 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4516 MovDir[x][y] = old_move_dir;
4519 else if (move_pattern == MV_WHEN_PUSHED ||
4520 move_pattern == MV_WHEN_DROPPED)
4522 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4523 MovDir[x][y] = MV_NONE;
4527 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4529 static int test_xy[7][2] =
4539 static int test_dir[7] =
4549 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4550 int move_preference = -1000000; /* start with very low preference */
4551 int new_move_dir = MV_NONE;
4552 int start_test = RND(4);
4555 for (i = 0; i < NUM_DIRECTIONS; i++)
4557 int move_dir = test_dir[start_test + i];
4558 int move_dir_preference;
4560 xx = x + test_xy[start_test + i][0];
4561 yy = y + test_xy[start_test + i][1];
4563 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4564 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4566 new_move_dir = move_dir;
4571 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4574 move_dir_preference = -1 * RunnerVisit[xx][yy];
4575 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4576 move_dir_preference = PlayerVisit[xx][yy];
4578 if (move_dir_preference > move_preference)
4580 /* prefer field that has not been visited for the longest time */
4581 move_preference = move_dir_preference;
4582 new_move_dir = move_dir;
4584 else if (move_dir_preference == move_preference &&
4585 move_dir == old_move_dir)
4587 /* prefer last direction when all directions are preferred equally */
4588 move_preference = move_dir_preference;
4589 new_move_dir = move_dir;
4593 MovDir[x][y] = new_move_dir;
4594 if (old_move_dir != new_move_dir)
4595 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4599 static void TurnRound(int x, int y)
4601 int direction = MovDir[x][y];
4605 GfxDir[x][y] = MovDir[x][y];
4607 if (direction != MovDir[x][y])
4611 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4614 static boolean JustBeingPushed(int x, int y)
4618 for (i = 0; i < MAX_PLAYERS; i++)
4620 struct PlayerInfo *player = &stored_player[i];
4622 if (player->active && player->is_pushing && player->MovPos)
4624 int next_jx = player->jx + (player->jx - player->last_jx);
4625 int next_jy = player->jy + (player->jy - player->last_jy);
4627 if (x == next_jx && y == next_jy)
4635 void StartMoving(int x, int y)
4637 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4638 int element = Feld[x][y];
4643 if (MovDelay[x][y] == 0)
4644 GfxAction[x][y] = ACTION_DEFAULT;
4646 if (CAN_FALL(element) && y < lev_fieldy - 1)
4648 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4649 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4650 if (JustBeingPushed(x, y))
4653 if (element == EL_QUICKSAND_FULL)
4655 if (IS_FREE(x, y + 1))
4657 InitMovingField(x, y, MV_DOWN);
4658 started_moving = TRUE;
4660 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4661 Store[x][y] = EL_ROCK;
4663 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4665 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4667 if (!MovDelay[x][y])
4668 MovDelay[x][y] = TILEY + 1;
4677 Feld[x][y] = EL_QUICKSAND_EMPTY;
4678 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4679 Store[x][y + 1] = Store[x][y];
4682 PlayLevelSoundAction(x, y, ACTION_FILLING);
4685 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4686 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4688 InitMovingField(x, y, MV_DOWN);
4689 started_moving = TRUE;
4691 Feld[x][y] = EL_QUICKSAND_FILLING;
4692 Store[x][y] = element;
4694 PlayLevelSoundAction(x, y, ACTION_FILLING);
4696 else if (element == EL_MAGIC_WALL_FULL)
4698 if (IS_FREE(x, y + 1))
4700 InitMovingField(x, y, MV_DOWN);
4701 started_moving = TRUE;
4703 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4704 Store[x][y] = EL_CHANGED(Store[x][y]);
4706 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4708 if (!MovDelay[x][y])
4709 MovDelay[x][y] = TILEY/4 + 1;
4718 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4719 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4720 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4724 else if (element == EL_BD_MAGIC_WALL_FULL)
4726 if (IS_FREE(x, y + 1))
4728 InitMovingField(x, y, MV_DOWN);
4729 started_moving = TRUE;
4731 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4732 Store[x][y] = EL_CHANGED2(Store[x][y]);
4734 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4736 if (!MovDelay[x][y])
4737 MovDelay[x][y] = TILEY/4 + 1;
4746 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4747 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4748 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4752 else if (CAN_PASS_MAGIC_WALL(element) &&
4753 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4754 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4756 InitMovingField(x, y, MV_DOWN);
4757 started_moving = TRUE;
4760 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4761 EL_BD_MAGIC_WALL_FILLING);
4762 Store[x][y] = element;
4764 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4766 SplashAcid(x, y + 1);
4768 InitMovingField(x, y, MV_DOWN);
4769 started_moving = TRUE;
4771 Store[x][y] = EL_ACID;
4773 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4774 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4776 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4777 CAN_FALL(element) && WasJustFalling[x][y] &&
4778 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4780 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4781 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4782 (Feld[x][y + 1] == EL_BLOCKED)))
4784 /* this is needed for a special case not covered by calling "Impact()"
4785 from "ContinueMoving()": if an element moves to a tile directly below
4786 another element which was just falling on that tile (which was empty
4787 in the previous frame), the falling element above would just stop
4788 instead of smashing the element below (in previous version, the above
4789 element was just checked for "moving" instead of "falling", resulting
4790 in incorrect smashes caused by horizontal movement of the above
4791 element; also, the case of the player being the element to smash was
4792 simply not covered here... :-/ ) */
4794 CheckCollision[x][y] = 0;
4798 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4800 if (MovDir[x][y] == MV_NONE)
4802 InitMovingField(x, y, MV_DOWN);
4803 started_moving = TRUE;
4806 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4808 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4809 MovDir[x][y] = MV_DOWN;
4811 InitMovingField(x, y, MV_DOWN);
4812 started_moving = TRUE;
4814 else if (element == EL_AMOEBA_DROP)
4816 Feld[x][y] = EL_AMOEBA_GROWING;
4817 Store[x][y] = EL_AMOEBA_WET;
4819 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4820 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4821 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4822 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4824 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4825 (IS_FREE(x - 1, y + 1) ||
4826 Feld[x - 1][y + 1] == EL_ACID));
4827 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4828 (IS_FREE(x + 1, y + 1) ||
4829 Feld[x + 1][y + 1] == EL_ACID));
4830 boolean can_fall_any = (can_fall_left || can_fall_right);
4831 boolean can_fall_both = (can_fall_left && can_fall_right);
4832 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4834 #if USE_NEW_ALL_SLIPPERY
4835 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4837 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4838 can_fall_right = FALSE;
4839 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4840 can_fall_left = FALSE;
4841 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4842 can_fall_right = FALSE;
4843 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4844 can_fall_left = FALSE;
4846 can_fall_any = (can_fall_left || can_fall_right);
4847 can_fall_both = FALSE;
4850 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4852 if (slippery_type == SLIPPERY_ONLY_LEFT)
4853 can_fall_right = FALSE;
4854 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4855 can_fall_left = FALSE;
4856 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4857 can_fall_right = FALSE;
4858 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4859 can_fall_left = FALSE;
4861 can_fall_any = (can_fall_left || can_fall_right);
4862 can_fall_both = (can_fall_left && can_fall_right);
4866 #if USE_NEW_ALL_SLIPPERY
4868 #if USE_NEW_SP_SLIPPERY
4869 /* !!! better use the same properties as for custom elements here !!! */
4870 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4871 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4873 can_fall_right = FALSE; /* slip down on left side */
4874 can_fall_both = FALSE;
4879 #if USE_NEW_ALL_SLIPPERY
4882 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4883 can_fall_right = FALSE; /* slip down on left side */
4885 can_fall_left = !(can_fall_right = RND(2));
4887 can_fall_both = FALSE;
4892 if (game.emulation == EMU_BOULDERDASH ||
4893 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4894 can_fall_right = FALSE; /* slip down on left side */
4896 can_fall_left = !(can_fall_right = RND(2));
4898 can_fall_both = FALSE;
4904 /* if not determined otherwise, prefer left side for slipping down */
4905 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4906 started_moving = TRUE;
4910 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4912 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4915 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4916 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4917 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4918 int belt_dir = game.belt_dir[belt_nr];
4920 if ((belt_dir == MV_LEFT && left_is_free) ||
4921 (belt_dir == MV_RIGHT && right_is_free))
4923 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4925 InitMovingField(x, y, belt_dir);
4926 started_moving = TRUE;
4928 Pushed[x][y] = TRUE;
4929 Pushed[nextx][y] = TRUE;
4931 GfxAction[x][y] = ACTION_DEFAULT;
4935 MovDir[x][y] = 0; /* if element was moving, stop it */
4940 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4942 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
4944 if (CAN_MOVE(element) && !started_moving)
4947 int move_pattern = element_info[element].move_pattern;
4952 if (MovDir[x][y] == MV_NONE)
4954 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4955 x, y, element, element_info[element].token_name);
4956 printf("StartMoving(): This should never happen!\n");
4961 Moving2Blocked(x, y, &newx, &newy);
4963 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4966 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4967 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4969 WasJustMoving[x][y] = 0;
4970 CheckCollision[x][y] = 0;
4972 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4974 if (Feld[x][y] != element) /* element has changed */
4978 if (!MovDelay[x][y]) /* start new movement phase */
4980 /* all objects that can change their move direction after each step
4981 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4983 if (element != EL_YAMYAM &&
4984 element != EL_DARK_YAMYAM &&
4985 element != EL_PACMAN &&
4986 !(move_pattern & MV_ANY_DIRECTION) &&
4987 move_pattern != MV_TURNING_LEFT &&
4988 move_pattern != MV_TURNING_RIGHT &&
4989 move_pattern != MV_TURNING_LEFT_RIGHT &&
4990 move_pattern != MV_TURNING_RIGHT_LEFT &&
4991 move_pattern != MV_TURNING_RANDOM)
4995 if (MovDelay[x][y] && (element == EL_BUG ||
4996 element == EL_SPACESHIP ||
4997 element == EL_SP_SNIKSNAK ||
4998 element == EL_SP_ELECTRON ||
4999 element == EL_MOLE))
5000 DrawLevelField(x, y);
5004 if (MovDelay[x][y]) /* wait some time before next movement */
5008 if (element == EL_ROBOT ||
5009 element == EL_YAMYAM ||
5010 element == EL_DARK_YAMYAM)
5012 DrawLevelElementAnimationIfNeeded(x, y, element);
5013 PlayLevelSoundAction(x, y, ACTION_WAITING);
5015 else if (element == EL_SP_ELECTRON)
5016 DrawLevelElementAnimationIfNeeded(x, y, element);
5017 else if (element == EL_DRAGON)
5020 int dir = MovDir[x][y];
5021 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5022 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5023 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5024 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5025 dir == MV_UP ? IMG_FLAMES_1_UP :
5026 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5027 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5029 GfxAction[x][y] = ACTION_ATTACKING;
5031 if (IS_PLAYER(x, y))
5032 DrawPlayerField(x, y);
5034 DrawLevelField(x, y);
5036 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5038 for (i = 1; i <= 3; i++)
5040 int xx = x + i * dx;
5041 int yy = y + i * dy;
5042 int sx = SCREENX(xx);
5043 int sy = SCREENY(yy);
5044 int flame_graphic = graphic + (i - 1);
5046 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5051 int flamed = MovingOrBlocked2Element(xx, yy);
5055 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5057 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5058 RemoveMovingField(xx, yy);
5060 RemoveField(xx, yy);
5062 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5065 RemoveMovingField(xx, yy);
5068 ChangeDelay[xx][yy] = 0;
5070 Feld[xx][yy] = EL_FLAMES;
5072 if (IN_SCR_FIELD(sx, sy))
5074 DrawLevelFieldCrumbledSand(xx, yy);
5075 DrawGraphic(sx, sy, flame_graphic, frame);
5080 if (Feld[xx][yy] == EL_FLAMES)
5081 Feld[xx][yy] = EL_EMPTY;
5082 DrawLevelField(xx, yy);
5087 if (MovDelay[x][y]) /* element still has to wait some time */
5089 PlayLevelSoundAction(x, y, ACTION_WAITING);
5095 /* now make next step */
5097 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5099 if (DONT_COLLIDE_WITH(element) &&
5100 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5101 !PLAYER_ENEMY_PROTECTED(newx, newy))
5103 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
5108 else if (CAN_MOVE_INTO_ACID(element) &&
5109 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5110 (MovDir[x][y] == MV_DOWN ||
5111 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5113 SplashAcid(newx, newy);
5114 Store[x][y] = EL_ACID;
5116 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5118 if (Feld[newx][newy] == EL_EXIT_OPEN)
5121 DrawLevelField(x, y);
5123 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5124 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5125 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5127 local_player->friends_still_needed--;
5128 if (!local_player->friends_still_needed &&
5129 !local_player->GameOver && AllPlayersGone)
5130 local_player->LevelSolved = local_player->GameOver = TRUE;
5134 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5136 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5137 DrawLevelField(newx, newy);
5139 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
5141 else if (!IS_FREE(newx, newy))
5143 GfxAction[x][y] = ACTION_WAITING;
5145 if (IS_PLAYER(x, y))
5146 DrawPlayerField(x, y);
5148 DrawLevelField(x, y);
5153 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5155 if (IS_FOOD_PIG(Feld[newx][newy]))
5157 if (IS_MOVING(newx, newy))
5158 RemoveMovingField(newx, newy);
5161 Feld[newx][newy] = EL_EMPTY;
5162 DrawLevelField(newx, newy);
5165 PlayLevelSound(x, y, SND_PIG_DIGGING);
5167 else if (!IS_FREE(newx, newy))
5169 if (IS_PLAYER(x, y))
5170 DrawPlayerField(x, y);
5172 DrawLevelField(x, y);
5177 else if (IS_CUSTOM_ELEMENT(element) &&
5178 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5180 int new_element = Feld[newx][newy];
5182 if (!IS_FREE(newx, newy))
5184 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5185 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5188 /* no element can dig solid indestructible elements */
5189 if (IS_INDESTRUCTIBLE(new_element) &&
5190 !IS_DIGGABLE(new_element) &&
5191 !IS_COLLECTIBLE(new_element))
5194 if (AmoebaNr[newx][newy] &&
5195 (new_element == EL_AMOEBA_FULL ||
5196 new_element == EL_BD_AMOEBA ||
5197 new_element == EL_AMOEBA_GROWING))
5199 AmoebaCnt[AmoebaNr[newx][newy]]--;
5200 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5203 if (IS_MOVING(newx, newy))
5204 RemoveMovingField(newx, newy);
5207 RemoveField(newx, newy);
5208 DrawLevelField(newx, newy);
5211 /* if digged element was about to explode, prevent the explosion */
5212 ExplodeField[newx][newy] = EX_TYPE_NONE;
5214 PlayLevelSoundAction(x, y, action);
5217 Store[newx][newy] = EL_EMPTY;
5218 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5220 int move_leave_element = element_info[element].move_leave_element;
5222 /* this makes it possible to leave the removed element again */
5223 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5224 new_element : move_leave_element);
5227 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5229 RunnerVisit[x][y] = FrameCounter;
5230 PlayerVisit[x][y] /= 8; /* expire player visit path */
5233 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5235 if (!IS_FREE(newx, newy))
5237 if (IS_PLAYER(x, y))
5238 DrawPlayerField(x, y);
5240 DrawLevelField(x, y);
5246 boolean wanna_flame = !RND(10);
5247 int dx = newx - x, dy = newy - y;
5248 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5249 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5250 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5251 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5252 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5253 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5256 IS_CLASSIC_ENEMY(element1) ||
5257 IS_CLASSIC_ENEMY(element2)) &&
5258 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5259 element1 != EL_FLAMES && element2 != EL_FLAMES)
5261 ResetGfxAnimation(x, y);
5262 GfxAction[x][y] = ACTION_ATTACKING;
5264 if (IS_PLAYER(x, y))
5265 DrawPlayerField(x, y);
5267 DrawLevelField(x, y);
5269 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5271 MovDelay[x][y] = 50;
5275 RemoveField(newx, newy);
5277 Feld[newx][newy] = EL_FLAMES;
5278 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5281 RemoveField(newx1, newy1);
5283 Feld[newx1][newy1] = EL_FLAMES;
5285 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5288 RemoveField(newx2, newy2);
5290 Feld[newx2][newy2] = EL_FLAMES;
5297 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5298 Feld[newx][newy] == EL_DIAMOND)
5300 if (IS_MOVING(newx, newy))
5301 RemoveMovingField(newx, newy);
5304 Feld[newx][newy] = EL_EMPTY;
5305 DrawLevelField(newx, newy);
5308 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5310 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5311 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5313 if (AmoebaNr[newx][newy])
5315 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5316 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5317 Feld[newx][newy] == EL_BD_AMOEBA)
5318 AmoebaCnt[AmoebaNr[newx][newy]]--;
5323 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5325 RemoveMovingField(newx, newy);
5328 if (IS_MOVING(newx, newy))
5330 RemoveMovingField(newx, newy);
5335 Feld[newx][newy] = EL_EMPTY;
5336 DrawLevelField(newx, newy);
5339 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5341 else if ((element == EL_PACMAN || element == EL_MOLE)
5342 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5344 if (AmoebaNr[newx][newy])
5346 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5347 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5348 Feld[newx][newy] == EL_BD_AMOEBA)
5349 AmoebaCnt[AmoebaNr[newx][newy]]--;
5352 if (element == EL_MOLE)
5354 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5355 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5357 ResetGfxAnimation(x, y);
5358 GfxAction[x][y] = ACTION_DIGGING;
5359 DrawLevelField(x, y);
5361 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5363 return; /* wait for shrinking amoeba */
5365 else /* element == EL_PACMAN */
5367 Feld[newx][newy] = EL_EMPTY;
5368 DrawLevelField(newx, newy);
5369 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5372 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5373 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5374 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5376 /* wait for shrinking amoeba to completely disappear */
5379 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5381 /* object was running against a wall */
5386 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5387 if (move_pattern & MV_ANY_DIRECTION &&
5388 move_pattern == MovDir[x][y])
5390 int blocking_element =
5391 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5393 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5396 element = Feld[x][y]; /* element might have changed */
5400 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5401 DrawLevelElementAnimation(x, y, element);
5403 if (DONT_TOUCH(element))
5404 TestIfBadThingTouchesPlayer(x, y);
5409 InitMovingField(x, y, MovDir[x][y]);
5411 PlayLevelSoundAction(x, y, ACTION_MOVING);
5415 ContinueMoving(x, y);
5418 void ContinueMoving(int x, int y)
5420 int element = Feld[x][y];
5421 int stored = Store[x][y];
5422 struct ElementInfo *ei = &element_info[element];
5423 int direction = MovDir[x][y];
5424 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5425 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5426 int newx = x + dx, newy = y + dy;
5427 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5428 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5429 boolean last_line = (newy == lev_fieldy - 1);
5431 MovPos[x][y] += getElementMoveStepsize(x, y);
5433 if (pushed_by_player) /* special case: moving object pushed by player */
5434 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5436 if (ABS(MovPos[x][y]) < TILEX)
5438 DrawLevelField(x, y);
5440 return; /* element is still moving */
5443 /* element reached destination field */
5445 Feld[x][y] = EL_EMPTY;
5446 Feld[newx][newy] = element;
5447 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5449 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5451 element = Feld[newx][newy] = EL_ACID;
5453 else if (element == EL_MOLE)
5455 Feld[x][y] = EL_SAND;
5457 DrawLevelFieldCrumbledSandNeighbours(x, y);
5459 else if (element == EL_QUICKSAND_FILLING)
5461 element = Feld[newx][newy] = get_next_element(element);
5462 Store[newx][newy] = Store[x][y];
5464 else if (element == EL_QUICKSAND_EMPTYING)
5466 Feld[x][y] = get_next_element(element);
5467 element = Feld[newx][newy] = Store[x][y];
5469 else if (element == EL_MAGIC_WALL_FILLING)
5471 element = Feld[newx][newy] = get_next_element(element);
5472 if (!game.magic_wall_active)
5473 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5474 Store[newx][newy] = Store[x][y];
5476 else if (element == EL_MAGIC_WALL_EMPTYING)
5478 Feld[x][y] = get_next_element(element);
5479 if (!game.magic_wall_active)
5480 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5481 element = Feld[newx][newy] = Store[x][y];
5483 #if USE_NEW_CUSTOM_VALUE
5484 InitField(newx, newy, FALSE);
5487 else if (element == EL_BD_MAGIC_WALL_FILLING)
5489 element = Feld[newx][newy] = get_next_element(element);
5490 if (!game.magic_wall_active)
5491 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5492 Store[newx][newy] = Store[x][y];
5494 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5496 Feld[x][y] = get_next_element(element);
5497 if (!game.magic_wall_active)
5498 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5499 element = Feld[newx][newy] = Store[x][y];
5501 #if USE_NEW_CUSTOM_VALUE
5502 InitField(newx, newy, FALSE);
5505 else if (element == EL_AMOEBA_DROPPING)
5507 Feld[x][y] = get_next_element(element);
5508 element = Feld[newx][newy] = Store[x][y];
5510 else if (element == EL_SOKOBAN_OBJECT)
5513 Feld[x][y] = Back[x][y];
5515 if (Back[newx][newy])
5516 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5518 Back[x][y] = Back[newx][newy] = 0;
5521 Store[x][y] = EL_EMPTY;
5526 MovDelay[newx][newy] = 0;
5528 if (CAN_CHANGE(element))
5530 /* copy element change control values to new field */
5531 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5532 ChangePage[newx][newy] = ChangePage[x][y];
5533 Changed[newx][newy] = Changed[x][y];
5534 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5536 #if USE_NEW_CUSTOM_VALUE
5537 CustomValue[newx][newy] = CustomValue[x][y];
5541 ChangeDelay[x][y] = 0;
5542 ChangePage[x][y] = -1;
5543 Changed[x][y] = FALSE;
5544 ChangeEvent[x][y] = -1;
5546 #if USE_NEW_CUSTOM_VALUE
5547 CustomValue[x][y] = 0;
5550 /* copy animation control values to new field */
5551 GfxFrame[newx][newy] = GfxFrame[x][y];
5552 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5553 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5554 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5556 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5558 /* some elements can leave other elements behind after moving */
5559 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5560 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5561 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5563 int move_leave_element = ei->move_leave_element;
5565 /* this makes it possible to leave the removed element again */
5566 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5567 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5568 move_leave_element = stored;
5570 Feld[x][y] = move_leave_element;
5572 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5573 MovDir[x][y] = direction;
5575 InitField(x, y, FALSE);
5577 if (GFX_CRUMBLED(Feld[x][y]))
5578 DrawLevelFieldCrumbledSandNeighbours(x, y);
5580 if (ELEM_IS_PLAYER(move_leave_element))
5581 RelocatePlayer(x, y, move_leave_element);
5584 /* do this after checking for left-behind element */
5585 ResetGfxAnimation(x, y); /* reset animation values for old field */
5587 if (!CAN_MOVE(element) ||
5588 (CAN_FALL(element) && direction == MV_DOWN &&
5589 (element == EL_SPRING ||
5590 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5591 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5592 GfxDir[x][y] = MovDir[newx][newy] = 0;
5594 DrawLevelField(x, y);
5595 DrawLevelField(newx, newy);
5597 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5599 /* prevent pushed element from moving on in pushed direction */
5600 if (pushed_by_player && CAN_MOVE(element) &&
5601 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5602 !(element_info[element].move_pattern & direction))
5603 TurnRound(newx, newy);
5605 /* prevent elements on conveyor belt from moving on in last direction */
5606 if (pushed_by_conveyor && CAN_FALL(element) &&
5607 direction & MV_HORIZONTAL)
5608 MovDir[newx][newy] = 0;
5610 if (!pushed_by_player)
5612 int nextx = newx + dx, nexty = newy + dy;
5613 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5615 WasJustMoving[newx][newy] = 3;
5617 if (CAN_FALL(element) && direction == MV_DOWN)
5618 WasJustFalling[newx][newy] = 3;
5620 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5621 CheckCollision[newx][newy] = 2;
5624 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5626 TestIfBadThingTouchesPlayer(newx, newy);
5627 TestIfBadThingTouchesFriend(newx, newy);
5629 if (!IS_CUSTOM_ELEMENT(element))
5630 TestIfBadThingTouchesOtherBadThing(newx, newy);
5632 else if (element == EL_PENGUIN)
5633 TestIfFriendTouchesBadThing(newx, newy);
5635 /* give the player one last chance (one more frame) to move away */
5636 if (CAN_FALL(element) && direction == MV_DOWN &&
5637 (last_line || (!IS_FREE(x, newy + 1) &&
5638 (!IS_PLAYER(x, newy + 1) ||
5639 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5642 if (pushed_by_player && !game.use_change_when_pushing_bug)
5644 int dig_side = MV_DIR_OPPOSITE(direction);
5645 struct PlayerInfo *player = PLAYERINFO(x, y);
5647 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5648 player->index_bit, dig_side);
5649 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
5650 player->index_bit, dig_side);
5653 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5655 TestIfElementHitsCustomElement(newx, newy, direction);
5656 TestIfPlayerTouchesCustomElement(newx, newy);
5657 TestIfElementTouchesCustomElement(newx, newy);
5660 int AmoebeNachbarNr(int ax, int ay)
5663 int element = Feld[ax][ay];
5665 static int xy[4][2] =
5673 for (i = 0; i < NUM_DIRECTIONS; i++)
5675 int x = ax + xy[i][0];
5676 int y = ay + xy[i][1];
5678 if (!IN_LEV_FIELD(x, y))
5681 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5682 group_nr = AmoebaNr[x][y];
5688 void AmoebenVereinigen(int ax, int ay)
5690 int i, x, y, xx, yy;
5691 int new_group_nr = AmoebaNr[ax][ay];
5692 static int xy[4][2] =
5700 if (new_group_nr == 0)
5703 for (i = 0; i < NUM_DIRECTIONS; i++)
5708 if (!IN_LEV_FIELD(x, y))
5711 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5712 Feld[x][y] == EL_BD_AMOEBA ||
5713 Feld[x][y] == EL_AMOEBA_DEAD) &&
5714 AmoebaNr[x][y] != new_group_nr)
5716 int old_group_nr = AmoebaNr[x][y];
5718 if (old_group_nr == 0)
5721 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5722 AmoebaCnt[old_group_nr] = 0;
5723 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5724 AmoebaCnt2[old_group_nr] = 0;
5726 for (yy = 0; yy < lev_fieldy; yy++)
5728 for (xx = 0; xx < lev_fieldx; xx++)
5730 if (AmoebaNr[xx][yy] == old_group_nr)
5731 AmoebaNr[xx][yy] = new_group_nr;
5738 void AmoebeUmwandeln(int ax, int ay)
5742 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5744 int group_nr = AmoebaNr[ax][ay];
5749 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5750 printf("AmoebeUmwandeln(): This should never happen!\n");
5755 for (y = 0; y < lev_fieldy; y++)
5757 for (x = 0; x < lev_fieldx; x++)
5759 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5762 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5766 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5767 SND_AMOEBA_TURNING_TO_GEM :
5768 SND_AMOEBA_TURNING_TO_ROCK));
5773 static int xy[4][2] =
5781 for (i = 0; i < NUM_DIRECTIONS; i++)
5786 if (!IN_LEV_FIELD(x, y))
5789 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5791 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5792 SND_AMOEBA_TURNING_TO_GEM :
5793 SND_AMOEBA_TURNING_TO_ROCK));
5800 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5803 int group_nr = AmoebaNr[ax][ay];
5804 boolean done = FALSE;
5809 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5810 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5815 for (y = 0; y < lev_fieldy; y++)
5817 for (x = 0; x < lev_fieldx; x++)
5819 if (AmoebaNr[x][y] == group_nr &&
5820 (Feld[x][y] == EL_AMOEBA_DEAD ||
5821 Feld[x][y] == EL_BD_AMOEBA ||
5822 Feld[x][y] == EL_AMOEBA_GROWING))
5825 Feld[x][y] = new_element;
5826 InitField(x, y, FALSE);
5827 DrawLevelField(x, y);
5834 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5835 SND_BD_AMOEBA_TURNING_TO_ROCK :
5836 SND_BD_AMOEBA_TURNING_TO_GEM));
5839 void AmoebeWaechst(int x, int y)
5841 static unsigned long sound_delay = 0;
5842 static unsigned long sound_delay_value = 0;
5844 if (!MovDelay[x][y]) /* start new growing cycle */
5848 if (DelayReached(&sound_delay, sound_delay_value))
5850 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5851 sound_delay_value = 30;
5855 if (MovDelay[x][y]) /* wait some time before growing bigger */
5858 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5860 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5861 6 - MovDelay[x][y]);
5863 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5866 if (!MovDelay[x][y])
5868 Feld[x][y] = Store[x][y];
5870 DrawLevelField(x, y);
5875 void AmoebaDisappearing(int x, int y)
5877 static unsigned long sound_delay = 0;
5878 static unsigned long sound_delay_value = 0;
5880 if (!MovDelay[x][y]) /* start new shrinking cycle */
5884 if (DelayReached(&sound_delay, sound_delay_value))
5885 sound_delay_value = 30;
5888 if (MovDelay[x][y]) /* wait some time before shrinking */
5891 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5893 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5894 6 - MovDelay[x][y]);
5896 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5899 if (!MovDelay[x][y])
5901 Feld[x][y] = EL_EMPTY;
5902 DrawLevelField(x, y);
5904 /* don't let mole enter this field in this cycle;
5905 (give priority to objects falling to this field from above) */
5911 void AmoebeAbleger(int ax, int ay)
5914 int element = Feld[ax][ay];
5915 int graphic = el2img(element);
5916 int newax = ax, neway = ay;
5917 static int xy[4][2] =
5925 if (!level.amoeba_speed)
5927 Feld[ax][ay] = EL_AMOEBA_DEAD;
5928 DrawLevelField(ax, ay);
5932 if (IS_ANIMATED(graphic))
5933 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5935 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5936 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5938 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5941 if (MovDelay[ax][ay])
5945 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5948 int x = ax + xy[start][0];
5949 int y = ay + xy[start][1];
5951 if (!IN_LEV_FIELD(x, y))
5954 if (IS_FREE(x, y) ||
5955 CAN_GROW_INTO(Feld[x][y]) ||
5956 Feld[x][y] == EL_QUICKSAND_EMPTY)
5962 if (newax == ax && neway == ay)
5965 else /* normal or "filled" (BD style) amoeba */
5968 boolean waiting_for_player = FALSE;
5970 for (i = 0; i < NUM_DIRECTIONS; i++)
5972 int j = (start + i) % 4;
5973 int x = ax + xy[j][0];
5974 int y = ay + xy[j][1];
5976 if (!IN_LEV_FIELD(x, y))
5979 if (IS_FREE(x, y) ||
5980 CAN_GROW_INTO(Feld[x][y]) ||
5981 Feld[x][y] == EL_QUICKSAND_EMPTY)
5987 else if (IS_PLAYER(x, y))
5988 waiting_for_player = TRUE;
5991 if (newax == ax && neway == ay) /* amoeba cannot grow */
5993 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5995 Feld[ax][ay] = EL_AMOEBA_DEAD;
5996 DrawLevelField(ax, ay);
5997 AmoebaCnt[AmoebaNr[ax][ay]]--;
5999 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6001 if (element == EL_AMOEBA_FULL)
6002 AmoebeUmwandeln(ax, ay);
6003 else if (element == EL_BD_AMOEBA)
6004 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6009 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6011 /* amoeba gets larger by growing in some direction */
6013 int new_group_nr = AmoebaNr[ax][ay];
6016 if (new_group_nr == 0)
6018 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6019 printf("AmoebeAbleger(): This should never happen!\n");
6024 AmoebaNr[newax][neway] = new_group_nr;
6025 AmoebaCnt[new_group_nr]++;
6026 AmoebaCnt2[new_group_nr]++;
6028 /* if amoeba touches other amoeba(s) after growing, unify them */
6029 AmoebenVereinigen(newax, neway);
6031 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6033 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6039 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6040 (neway == lev_fieldy - 1 && newax != ax))
6042 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6043 Store[newax][neway] = element;
6045 else if (neway == ay)
6047 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6049 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6053 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6054 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6055 Store[ax][ay] = EL_AMOEBA_DROP;
6056 ContinueMoving(ax, ay);
6060 DrawLevelField(newax, neway);
6063 void Life(int ax, int ay)
6067 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6070 int element = Feld[ax][ay];
6071 int graphic = el2img(element);
6072 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
6074 boolean changed = FALSE;
6076 if (IS_ANIMATED(graphic))
6077 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6082 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6083 MovDelay[ax][ay] = life_time;
6085 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6088 if (MovDelay[ax][ay])
6092 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6094 int xx = ax+x1, yy = ay+y1;
6097 if (!IN_LEV_FIELD(xx, yy))
6100 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6102 int x = xx+x2, y = yy+y2;
6104 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6107 if (((Feld[x][y] == element ||
6108 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6110 (IS_FREE(x, y) && Stop[x][y]))
6114 if (xx == ax && yy == ay) /* field in the middle */
6116 if (nachbarn < life_parameter[0] ||
6117 nachbarn > life_parameter[1])
6119 Feld[xx][yy] = EL_EMPTY;
6121 DrawLevelField(xx, yy);
6122 Stop[xx][yy] = TRUE;
6126 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6127 { /* free border field */
6128 if (nachbarn >= life_parameter[2] &&
6129 nachbarn <= life_parameter[3])
6131 Feld[xx][yy] = element;
6132 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6134 DrawLevelField(xx, yy);
6135 Stop[xx][yy] = TRUE;
6142 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6143 SND_GAME_OF_LIFE_GROWING);
6146 static void InitRobotWheel(int x, int y)
6148 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6151 static void RunRobotWheel(int x, int y)
6153 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6156 static void StopRobotWheel(int x, int y)
6158 if (ZX == x && ZY == y)
6162 static void InitTimegateWheel(int x, int y)
6164 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6167 static void RunTimegateWheel(int x, int y)
6169 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6172 void CheckExit(int x, int y)
6174 if (local_player->gems_still_needed > 0 ||
6175 local_player->sokobanfields_still_needed > 0 ||
6176 local_player->lights_still_needed > 0)
6178 int element = Feld[x][y];
6179 int graphic = el2img(element);
6181 if (IS_ANIMATED(graphic))
6182 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6187 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6190 Feld[x][y] = EL_EXIT_OPENING;
6192 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6195 void CheckExitSP(int x, int y)
6197 if (local_player->gems_still_needed > 0)
6199 int element = Feld[x][y];
6200 int graphic = el2img(element);
6202 if (IS_ANIMATED(graphic))
6203 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6208 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6211 Feld[x][y] = EL_SP_EXIT_OPENING;
6213 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6216 static void CloseAllOpenTimegates()
6220 for (y = 0; y < lev_fieldy; y++)
6222 for (x = 0; x < lev_fieldx; x++)
6224 int element = Feld[x][y];
6226 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6228 Feld[x][y] = EL_TIMEGATE_CLOSING;
6230 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6236 void EdelsteinFunkeln(int x, int y)
6238 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6241 if (Feld[x][y] == EL_BD_DIAMOND)
6244 if (MovDelay[x][y] == 0) /* next animation frame */
6245 MovDelay[x][y] = 11 * !SimpleRND(500);
6247 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6251 if (setup.direct_draw && MovDelay[x][y])
6252 SetDrawtoField(DRAW_BUFFERED);
6254 DrawLevelElementAnimation(x, y, Feld[x][y]);
6256 if (MovDelay[x][y] != 0)
6258 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6259 10 - MovDelay[x][y]);
6261 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6263 if (setup.direct_draw)
6267 dest_x = FX + SCREENX(x) * TILEX;
6268 dest_y = FY + SCREENY(y) * TILEY;
6270 BlitBitmap(drawto_field, window,
6271 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6272 SetDrawtoField(DRAW_DIRECT);
6278 void MauerWaechst(int x, int y)
6282 if (!MovDelay[x][y]) /* next animation frame */
6283 MovDelay[x][y] = 3 * delay;
6285 if (MovDelay[x][y]) /* wait some time before next frame */
6289 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6291 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6292 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6294 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6297 if (!MovDelay[x][y])
6299 if (MovDir[x][y] == MV_LEFT)
6301 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6302 DrawLevelField(x - 1, y);
6304 else if (MovDir[x][y] == MV_RIGHT)
6306 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6307 DrawLevelField(x + 1, y);
6309 else if (MovDir[x][y] == MV_UP)
6311 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6312 DrawLevelField(x, y - 1);
6316 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6317 DrawLevelField(x, y + 1);
6320 Feld[x][y] = Store[x][y];
6322 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
6323 DrawLevelField(x, y);
6328 void MauerAbleger(int ax, int ay)
6330 int element = Feld[ax][ay];
6331 int graphic = el2img(element);
6332 boolean oben_frei = FALSE, unten_frei = FALSE;
6333 boolean links_frei = FALSE, rechts_frei = FALSE;
6334 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6335 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6336 boolean new_wall = FALSE;
6338 if (IS_ANIMATED(graphic))
6339 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6341 if (!MovDelay[ax][ay]) /* start building new wall */
6342 MovDelay[ax][ay] = 6;
6344 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6347 if (MovDelay[ax][ay])
6351 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6353 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6355 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6357 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6360 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6361 element == EL_EXPANDABLE_WALL_ANY)
6365 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6366 Store[ax][ay-1] = element;
6367 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6368 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6369 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6370 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6375 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6376 Store[ax][ay+1] = element;
6377 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6378 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6379 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6380 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6385 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6386 element == EL_EXPANDABLE_WALL_ANY ||
6387 element == EL_EXPANDABLE_WALL)
6391 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6392 Store[ax-1][ay] = element;
6393 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6394 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6395 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6396 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6402 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6403 Store[ax+1][ay] = element;
6404 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6405 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6406 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6407 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6412 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6413 DrawLevelField(ax, ay);
6415 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6417 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6418 unten_massiv = TRUE;
6419 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6420 links_massiv = TRUE;
6421 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6422 rechts_massiv = TRUE;
6424 if (((oben_massiv && unten_massiv) ||
6425 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6426 element == EL_EXPANDABLE_WALL) &&
6427 ((links_massiv && rechts_massiv) ||
6428 element == EL_EXPANDABLE_WALL_VERTICAL))
6429 Feld[ax][ay] = EL_WALL;
6432 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6435 void CheckForDragon(int x, int y)
6438 boolean dragon_found = FALSE;
6439 static int xy[4][2] =
6447 for (i = 0; i < NUM_DIRECTIONS; i++)
6449 for (j = 0; j < 4; j++)
6451 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6453 if (IN_LEV_FIELD(xx, yy) &&
6454 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6456 if (Feld[xx][yy] == EL_DRAGON)
6457 dragon_found = TRUE;
6466 for (i = 0; i < NUM_DIRECTIONS; i++)
6468 for (j = 0; j < 3; j++)
6470 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6472 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6474 Feld[xx][yy] = EL_EMPTY;
6475 DrawLevelField(xx, yy);
6484 static void InitBuggyBase(int x, int y)
6486 int element = Feld[x][y];
6487 int activating_delay = FRAMES_PER_SECOND / 4;
6490 (element == EL_SP_BUGGY_BASE ?
6491 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6492 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6494 element == EL_SP_BUGGY_BASE_ACTIVE ?
6495 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6498 static void WarnBuggyBase(int x, int y)
6501 static int xy[4][2] =
6509 for (i = 0; i < NUM_DIRECTIONS; i++)
6511 int xx = x + xy[i][0], yy = y + xy[i][1];
6513 if (IS_PLAYER(xx, yy))
6515 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6522 static void InitTrap(int x, int y)
6524 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6527 static void ActivateTrap(int x, int y)
6529 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6532 static void ChangeActiveTrap(int x, int y)
6534 int graphic = IMG_TRAP_ACTIVE;
6536 /* if new animation frame was drawn, correct crumbled sand border */
6537 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6538 DrawLevelFieldCrumbledSand(x, y);
6541 static int getSpecialActionElement(int element, int number, int base_element)
6543 return (element != EL_EMPTY ? element :
6544 number != -1 ? base_element + number - 1 :
6548 static int getModifiedActionNumber(int value_old, int operator, int operand,
6549 int value_min, int value_max)
6551 int value_new = (operator == CA_MODE_SET ? operand :
6552 operator == CA_MODE_ADD ? value_old + operand :
6553 operator == CA_MODE_SUBTRACT ? value_old - operand :
6554 operator == CA_MODE_MULTIPLY ? value_old * operand :
6555 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6556 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
6559 return (value_new < value_min ? value_min :
6560 value_new > value_max ? value_max :
6564 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6566 struct ElementInfo *ei = &element_info[element];
6567 struct ElementChangeInfo *change = &ei->change_page[page];
6568 int action_type = change->action_type;
6569 int action_mode = change->action_mode;
6570 int action_arg = change->action_arg;
6573 if (!change->has_action)
6576 /* ---------- determine action paramater values ---------- */
6578 int action_arg_element =
6579 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6580 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6581 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6584 int action_arg_number_min =
6585 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6588 int action_arg_number_max =
6589 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6590 action_type == CA_SET_LEVEL_GEMS ? 999 :
6591 action_type == CA_SET_LEVEL_TIME ? 9999 :
6592 action_type == CA_SET_LEVEL_SCORE ? 99999 :
6593 action_type == CA_SET_CE_SCORE ? 9999 :
6594 action_type == CA_SET_CE_VALUE ? 9999 :
6597 int action_arg_number_reset =
6598 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6599 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
6600 action_type == CA_SET_LEVEL_TIME ? level.time :
6601 action_type == CA_SET_LEVEL_SCORE ? 0 :
6602 action_type == CA_SET_CE_SCORE ? 0 :
6604 action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
6606 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
6610 int action_arg_number =
6611 (action_arg <= CA_ARG_MAX ? action_arg :
6612 action_arg >= CA_ARG_SPEED_VERY_SLOW &&
6613 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
6614 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
6615 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6616 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6617 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6618 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6619 #if USE_NEW_CUSTOM_VALUE
6620 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
6622 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
6624 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6625 action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
6626 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
6629 int action_arg_number_old =
6630 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
6631 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
6632 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
6633 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6634 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
6637 int action_arg_number_new =
6638 getModifiedActionNumber(action_arg_number_old,
6639 action_mode, action_arg_number,
6640 action_arg_number_min, action_arg_number_max);
6642 int action_arg_player_bits =
6643 (action_arg == CA_ARG_PLAYER_ANY ? PLAYER_BITS_ANY :
6644 action_arg >= CA_ARG_PLAYER_1 &&
6645 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6646 action_arg >= CA_ARG_1 &&
6647 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - CA_ARG_1)) :
6648 action_arg_element >= EL_PLAYER_1 &&
6649 action_arg_element <= EL_PLAYER_4 ?
6650 (1 << (action_arg_element - EL_PLAYER_1)) :
6653 int trigger_player_bits =
6654 (change->actual_trigger_player >= EL_PLAYER_1 &&
6655 change->actual_trigger_player <= EL_PLAYER_4 ?
6656 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6659 /* ---------- execute action ---------- */
6668 case CA_EXIT_PLAYER:
6670 for (i = 0; i < MAX_PLAYERS; i++)
6671 if (action_arg_player_bits & (1 << i))
6672 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6677 case CA_KILL_PLAYER:
6679 for (i = 0; i < MAX_PLAYERS; i++)
6680 if (action_arg_player_bits & (1 << i))
6681 KillPlayer(&stored_player[i]);
6686 case CA_RESTART_LEVEL:
6688 game.restart_level = TRUE;
6693 case CA_SHOW_ENVELOPE:
6695 int element = getSpecialActionElement(action_arg_element,
6696 action_arg_number, EL_ENVELOPE_1);
6698 if (IS_ENVELOPE(element))
6699 local_player->show_envelope = element;
6706 int element = getSpecialActionElement(action_arg_element,
6707 action_arg_number, EL_KEY_1);
6709 if (IS_KEY(element))
6711 for (i = 0; i < MAX_PLAYERS; i++)
6713 if (trigger_player_bits & (1 << i))
6715 stored_player[i].key[KEY_NR(element)] = TRUE;
6717 DrawGameValue_Keys(stored_player[i].key);
6719 redraw_mask |= REDRAW_DOOR_1;
6729 int element = getSpecialActionElement(action_arg_element,
6730 action_arg_number, EL_KEY_1);
6732 if (IS_KEY(element))
6734 for (i = 0; i < MAX_PLAYERS; i++)
6736 if (trigger_player_bits & (1 << i))
6738 stored_player[i].key[KEY_NR(element)] = FALSE;
6740 DrawGameValue_Keys(stored_player[i].key);
6742 redraw_mask |= REDRAW_DOOR_1;
6751 case CA_SET_PLAYER_SPEED:
6753 for (i = 0; i < MAX_PLAYERS; i++)
6755 if (trigger_player_bits & (1 << i))
6757 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6759 if (action_arg == CA_ARG_SPEED_SLOWER ||
6760 action_arg == CA_ARG_SPEED_FASTER)
6762 action_arg_number = 2;
6763 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
6768 getModifiedActionNumber(move_stepsize,
6771 action_arg_number_min,
6772 action_arg_number_max);
6774 /* make sure that value is power of 2 */
6775 move_stepsize = (1 << log_2(move_stepsize));
6777 /* do no immediately change -- the player might just be moving */
6778 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6781 printf("::: move_delay_value == %d [%d]\n",
6782 stored_player[i].move_delay_value_next, action_arg_number);
6790 case CA_SET_PLAYER_SPEED:
6792 for (i = 0; i < MAX_PLAYERS; i++)
6794 if (trigger_player_bits & (1 << i))
6796 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6798 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6800 /* translate "+" and "-" to "*" and "/" with powers of two */
6801 action_arg_number = 1 << action_arg_number;
6802 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6807 getModifiedActionNumber(move_stepsize,
6810 action_arg_number_min,
6811 action_arg_number_max);
6813 /* make sure that value is power of 2 */
6814 move_stepsize = (1 << log_2(move_stepsize));
6816 /* do no immediately change -- the player might just be moving */
6817 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6820 printf("::: move_delay_value == %d [%d]\n",
6821 stored_player[i].move_delay_value_next, action_arg_number);
6830 case CA_SET_PLAYER_GRAVITY:
6832 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
6833 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
6834 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
6839 case CA_SET_WIND_DIRECTION:
6841 game.wind_direction = (action_arg >= CA_ARG_DIRECTION_NONE &&
6842 action_arg <= CA_ARG_DIRECTION_DOWN ?
6843 action_arg - CA_ARG_DIRECTION :
6844 action_arg == CA_ARG_DIRECTION_TRIGGER ?
6845 MV_DIR_OPPOSITE(change->actual_trigger_side) :
6846 game.wind_direction);
6851 case CA_SET_LEVEL_GEMS:
6853 local_player->gems_still_needed = action_arg_number_new;
6855 DrawGameValue_Emeralds(local_player->gems_still_needed);
6860 case CA_SET_LEVEL_TIME:
6862 if (level.time > 0) /* only modify limited time value */
6864 TimeLeft = action_arg_number_new;
6866 DrawGameValue_Time(TimeLeft);
6868 if (!TimeLeft && setup.time_limit)
6869 for (i = 0; i < MAX_PLAYERS; i++)
6870 KillPlayer(&stored_player[i]);
6876 case CA_SET_LEVEL_SCORE:
6878 local_player->score = action_arg_number_new;
6880 DrawGameValue_Score(local_player->score);
6885 case CA_SET_CE_SCORE:
6887 ei->collect_score = action_arg_number_new;
6892 case CA_SET_CE_VALUE:
6894 #if USE_NEW_CUSTOM_VALUE
6895 int last_custom_value = CustomValue[x][y];
6897 CustomValue[x][y] = action_arg_number_new;
6900 printf("::: Count == %d\n", CustomValue[x][y]);
6903 if (CustomValue[x][y] == 0 && last_custom_value > 0)
6906 printf("::: CE_VALUE_GETS_ZERO\n");
6909 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
6910 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
6918 case CA_SET_DYNABOMB_NUMBER:
6920 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6925 case CA_SET_DYNABOMB_SIZE:
6927 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6932 case CA_SET_DYNABOMB_POWER:
6934 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6945 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6946 int x, int y, int target_element)
6948 int previous_move_direction = MovDir[x][y];
6949 #if USE_NEW_CUSTOM_VALUE
6950 int last_ce_value = CustomValue[x][y];
6952 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6953 IS_WALKABLE(Feld[x][y]));
6955 /* check if element under player changes from accessible to unaccessible
6956 (needed for special case of dropping element which then changes) */
6957 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6958 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6966 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6967 RemoveMovingField(x, y);
6971 Feld[x][y] = target_element;
6973 ResetGfxAnimation(x, y);
6974 ResetRandomAnimationValue(x, y);
6976 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6977 MovDir[x][y] = previous_move_direction;
6979 #if USE_NEW_CUSTOM_VALUE
6980 if (element_info[Feld[x][y]].use_last_ce_value)
6981 CustomValue[x][y] = last_ce_value;
6984 InitField_WithBug1(x, y, FALSE);
6986 DrawLevelField(x, y);
6988 if (GFX_CRUMBLED(Feld[x][y]))
6989 DrawLevelFieldCrumbledSandNeighbours(x, y);
6992 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6993 if (ELEM_IS_PLAYER(target_element))
6994 RelocatePlayer(x, y, target_element);
6997 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6999 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7002 TestIfBadThingTouchesPlayer(x, y);
7003 TestIfPlayerTouchesCustomElement(x, y);
7004 TestIfElementTouchesCustomElement(x, y);
7007 static boolean ChangeElementNow(int x, int y, int element, int page)
7009 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7011 int old_element = Feld[x][y];
7013 /* always use default change event to prevent running into a loop */
7014 if (ChangeEvent[x][y] == -1)
7015 ChangeEvent[x][y] = CE_DELAY;
7017 if (ChangeEvent[x][y] == CE_DELAY)
7019 /* reset actual trigger element, trigger player and action element */
7020 change->actual_trigger_element = EL_EMPTY;
7021 change->actual_trigger_player = EL_PLAYER_1;
7022 change->actual_trigger_side = CH_SIDE_NONE;
7023 change->actual_trigger_ce_value = 0;
7027 /* do not change any elements that have already changed in this frame */
7031 /* do not change already changed elements with same change event */
7032 if (Changed[x][y] & ChangeEvent[x][y])
7037 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
7039 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7042 if (change->explode)
7049 if (change->use_target_content)
7051 boolean complete_replace = TRUE;
7052 boolean can_replace[3][3];
7055 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7058 boolean is_walkable;
7059 boolean is_diggable;
7060 boolean is_collectible;
7061 boolean is_removable;
7062 boolean is_destructible;
7063 int ex = x + xx - 1;
7064 int ey = y + yy - 1;
7065 int content_element = change->target_content.e[xx][yy];
7068 can_replace[xx][yy] = TRUE;
7070 if (ex == x && ey == y) /* do not check changing element itself */
7073 if (content_element == EL_EMPTY_SPACE)
7075 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7080 if (!IN_LEV_FIELD(ex, ey))
7082 can_replace[xx][yy] = FALSE;
7083 complete_replace = FALSE;
7090 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7091 e = MovingOrBlocked2Element(ex, ey);
7093 is_empty = (IS_FREE(ex, ey) ||
7094 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7096 is_walkable = (is_empty || IS_WALKABLE(e));
7097 is_diggable = (is_empty || IS_DIGGABLE(e));
7098 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7099 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7100 is_removable = (is_diggable || is_collectible);
7102 can_replace[xx][yy] =
7103 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7104 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7105 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7106 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7107 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7108 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7109 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7111 if (!can_replace[xx][yy])
7112 complete_replace = FALSE;
7115 if (!change->only_if_complete || complete_replace)
7117 boolean something_has_changed = FALSE;
7119 if (change->only_if_complete && change->use_random_replace &&
7120 RND(100) < change->random_percentage)
7123 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7125 int ex = x + xx - 1;
7126 int ey = y + yy - 1;
7127 int content_element;
7129 if (can_replace[xx][yy] && (!change->use_random_replace ||
7130 RND(100) < change->random_percentage))
7132 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7133 RemoveMovingField(ex, ey);
7135 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7137 content_element = change->target_content.e[xx][yy];
7138 target_element = GET_TARGET_ELEMENT(content_element, change);
7140 ChangeElementNowExt(change, ex, ey, target_element);
7142 something_has_changed = TRUE;
7144 /* for symmetry reasons, freeze newly created border elements */
7145 if (ex != x || ey != y)
7146 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7150 if (something_has_changed)
7152 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7153 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7159 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7161 ChangeElementNowExt(change, x, y, target_element);
7163 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7164 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7167 /* this uses direct change before indirect change */
7168 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
7173 #if USE_NEW_DELAYED_ACTION
7175 static void ChangeElement(int x, int y, int page)
7177 int element = MovingOrBlocked2Element(x, y);
7178 struct ElementInfo *ei = &element_info[element];
7179 struct ElementChangeInfo *change = &ei->change_page[page];
7182 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
7183 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
7186 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7187 x, y, element, element_info[element].token_name);
7188 printf("ChangeElement(): This should never happen!\n");
7193 /* this can happen with classic bombs on walkable, changing elements */
7194 if (!CAN_CHANGE_OR_HAS_ACTION(element))
7197 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7198 ChangeDelay[x][y] = 0;
7204 if (ChangeDelay[x][y] == 0) /* initialize element change */
7206 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7208 if (change->can_change)
7210 ResetGfxAnimation(x, y);
7211 ResetRandomAnimationValue(x, y);
7213 if (change->pre_change_function)
7214 change->pre_change_function(x, y);
7218 ChangeDelay[x][y]--;
7220 if (ChangeDelay[x][y] != 0) /* continue element change */
7222 if (change->can_change)
7224 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7226 if (IS_ANIMATED(graphic))
7227 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7229 if (change->change_function)
7230 change->change_function(x, y);
7233 else /* finish element change */
7235 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7237 page = ChangePage[x][y];
7238 ChangePage[x][y] = -1;
7240 change = &ei->change_page[page];
7243 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7245 ChangeDelay[x][y] = 1; /* try change after next move step */
7246 ChangePage[x][y] = page; /* remember page to use for change */
7251 if (change->can_change)
7253 if (ChangeElementNow(x, y, element, page))
7255 if (change->post_change_function)
7256 change->post_change_function(x, y);
7260 if (change->has_action)
7261 ExecuteCustomElementAction(x, y, element, page);
7267 static void ChangeElement(int x, int y, int page)
7269 int element = MovingOrBlocked2Element(x, y);
7270 struct ElementInfo *ei = &element_info[element];
7271 struct ElementChangeInfo *change = &ei->change_page[page];
7274 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7277 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7278 x, y, element, element_info[element].token_name);
7279 printf("ChangeElement(): This should never happen!\n");
7284 /* this can happen with classic bombs on walkable, changing elements */
7285 if (!CAN_CHANGE(element))
7288 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7289 ChangeDelay[x][y] = 0;
7295 if (ChangeDelay[x][y] == 0) /* initialize element change */
7297 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7299 ResetGfxAnimation(x, y);
7300 ResetRandomAnimationValue(x, y);
7302 if (change->pre_change_function)
7303 change->pre_change_function(x, y);
7306 ChangeDelay[x][y]--;
7308 if (ChangeDelay[x][y] != 0) /* continue element change */
7310 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7312 if (IS_ANIMATED(graphic))
7313 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7315 if (change->change_function)
7316 change->change_function(x, y);
7318 else /* finish element change */
7320 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7322 page = ChangePage[x][y];
7323 ChangePage[x][y] = -1;
7325 change = &ei->change_page[page];
7328 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7330 ChangeDelay[x][y] = 1; /* try change after next move step */
7331 ChangePage[x][y] = page; /* remember page to use for change */
7336 if (ChangeElementNow(x, y, element, page))
7338 if (change->post_change_function)
7339 change->post_change_function(x, y);
7346 static boolean CheckTriggeredElementChangeExt(int x, int y,
7347 int trigger_element,
7353 boolean change_done_any = FALSE;
7354 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7357 if (!(trigger_events[trigger_element][trigger_event]))
7360 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7362 int element = EL_CUSTOM_START + i;
7363 boolean change_done = FALSE;
7366 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7367 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7370 for (p = 0; p < element_info[element].num_change_pages; p++)
7372 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7374 if (change->can_change_or_has_action &&
7375 change->has_event[trigger_event] &&
7376 change->trigger_side & trigger_side &&
7377 change->trigger_player & trigger_player &&
7378 change->trigger_page & trigger_page_bits &&
7379 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7381 change->actual_trigger_element = trigger_element;
7382 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7383 change->actual_trigger_side = trigger_side;
7384 change->actual_trigger_ce_value = CustomValue[x][y];
7386 if ((change->can_change && !change_done) || change->has_action)
7390 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7392 if (Feld[x][y] == element)
7394 if (change->can_change && !change_done)
7396 ChangeDelay[x][y] = 1;
7397 ChangeEvent[x][y] = trigger_event;
7398 ChangeElement(x, y, p);
7400 #if USE_NEW_DELAYED_ACTION
7401 else if (change->has_action)
7403 ExecuteCustomElementAction(x, y, element, p);
7404 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7407 if (change->has_action)
7409 ExecuteCustomElementAction(x, y, element, p);
7410 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7416 if (change->can_change)
7419 change_done_any = TRUE;
7426 return change_done_any;
7429 static boolean CheckElementChangeExt(int x, int y,
7431 int trigger_element,
7436 boolean change_done = FALSE;
7439 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7440 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7443 if (Feld[x][y] == EL_BLOCKED)
7445 Blocked2Moving(x, y, &x, &y);
7446 element = Feld[x][y];
7449 if (Feld[x][y] != element) /* check if element has already changed */
7452 for (p = 0; p < element_info[element].num_change_pages; p++)
7454 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7456 boolean check_trigger_element =
7457 (trigger_event == CE_TOUCHING_X ||
7458 trigger_event == CE_HITTING_X ||
7459 trigger_event == CE_HIT_BY_X);
7461 if (change->can_change_or_has_action &&
7462 change->has_event[trigger_event] &&
7463 change->trigger_side & trigger_side &&
7464 change->trigger_player & trigger_player &&
7465 (!check_trigger_element ||
7466 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7468 change->actual_trigger_element = trigger_element;
7469 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7470 change->actual_trigger_side = trigger_side;
7471 change->actual_trigger_ce_value = CustomValue[x][y];
7473 if (change->can_change && !change_done)
7475 ChangeDelay[x][y] = 1;
7476 ChangeEvent[x][y] = trigger_event;
7477 ChangeElement(x, y, p);
7481 #if USE_NEW_DELAYED_ACTION
7482 else if (change->has_action)
7484 ExecuteCustomElementAction(x, y, element, p);
7485 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7488 if (change->has_action)
7490 ExecuteCustomElementAction(x, y, element, p);
7491 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7500 static void PlayPlayerSound(struct PlayerInfo *player)
7502 int jx = player->jx, jy = player->jy;
7503 int element = player->element_nr;
7504 int last_action = player->last_action_waiting;
7505 int action = player->action_waiting;
7507 if (player->is_waiting)
7509 if (action != last_action)
7510 PlayLevelSoundElementAction(jx, jy, element, action);
7512 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7516 if (action != last_action)
7517 StopSound(element_info[element].sound[last_action]);
7519 if (last_action == ACTION_SLEEPING)
7520 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7524 static void PlayAllPlayersSound()
7528 for (i = 0; i < MAX_PLAYERS; i++)
7529 if (stored_player[i].active)
7530 PlayPlayerSound(&stored_player[i]);
7533 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7535 boolean last_waiting = player->is_waiting;
7536 int move_dir = player->MovDir;
7538 player->last_action_waiting = player->action_waiting;
7542 if (!last_waiting) /* not waiting -> waiting */
7544 player->is_waiting = TRUE;
7546 player->frame_counter_bored =
7548 game.player_boring_delay_fixed +
7549 SimpleRND(game.player_boring_delay_random);
7550 player->frame_counter_sleeping =
7552 game.player_sleeping_delay_fixed +
7553 SimpleRND(game.player_sleeping_delay_random);
7555 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7558 if (game.player_sleeping_delay_fixed +
7559 game.player_sleeping_delay_random > 0 &&
7560 player->anim_delay_counter == 0 &&
7561 player->post_delay_counter == 0 &&
7562 FrameCounter >= player->frame_counter_sleeping)
7563 player->is_sleeping = TRUE;
7564 else if (game.player_boring_delay_fixed +
7565 game.player_boring_delay_random > 0 &&
7566 FrameCounter >= player->frame_counter_bored)
7567 player->is_bored = TRUE;
7569 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7570 player->is_bored ? ACTION_BORING :
7573 if (player->is_sleeping)
7575 if (player->num_special_action_sleeping > 0)
7577 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7579 int last_special_action = player->special_action_sleeping;
7580 int num_special_action = player->num_special_action_sleeping;
7581 int special_action =
7582 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7583 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7584 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7585 last_special_action + 1 : ACTION_SLEEPING);
7586 int special_graphic =
7587 el_act_dir2img(player->element_nr, special_action, move_dir);
7589 player->anim_delay_counter =
7590 graphic_info[special_graphic].anim_delay_fixed +
7591 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7592 player->post_delay_counter =
7593 graphic_info[special_graphic].post_delay_fixed +
7594 SimpleRND(graphic_info[special_graphic].post_delay_random);
7596 player->special_action_sleeping = special_action;
7599 if (player->anim_delay_counter > 0)
7601 player->action_waiting = player->special_action_sleeping;
7602 player->anim_delay_counter--;
7604 else if (player->post_delay_counter > 0)
7606 player->post_delay_counter--;
7610 else if (player->is_bored)
7612 if (player->num_special_action_bored > 0)
7614 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7616 int special_action =
7617 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7618 int special_graphic =
7619 el_act_dir2img(player->element_nr, special_action, move_dir);
7621 player->anim_delay_counter =
7622 graphic_info[special_graphic].anim_delay_fixed +
7623 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7624 player->post_delay_counter =
7625 graphic_info[special_graphic].post_delay_fixed +
7626 SimpleRND(graphic_info[special_graphic].post_delay_random);
7628 player->special_action_bored = special_action;
7631 if (player->anim_delay_counter > 0)
7633 player->action_waiting = player->special_action_bored;
7634 player->anim_delay_counter--;
7636 else if (player->post_delay_counter > 0)
7638 player->post_delay_counter--;
7643 else if (last_waiting) /* waiting -> not waiting */
7645 player->is_waiting = FALSE;
7646 player->is_bored = FALSE;
7647 player->is_sleeping = FALSE;
7649 player->frame_counter_bored = -1;
7650 player->frame_counter_sleeping = -1;
7652 player->anim_delay_counter = 0;
7653 player->post_delay_counter = 0;
7655 player->action_waiting = ACTION_DEFAULT;
7657 player->special_action_bored = ACTION_DEFAULT;
7658 player->special_action_sleeping = ACTION_DEFAULT;
7662 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7664 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7665 int left = player_action & JOY_LEFT;
7666 int right = player_action & JOY_RIGHT;
7667 int up = player_action & JOY_UP;
7668 int down = player_action & JOY_DOWN;
7669 int button1 = player_action & JOY_BUTTON_1;
7670 int button2 = player_action & JOY_BUTTON_2;
7671 int dx = (left ? -1 : right ? 1 : 0);
7672 int dy = (up ? -1 : down ? 1 : 0);
7674 if (!player->active || tape.pausing)
7680 snapped = SnapField(player, dx, dy);
7684 dropped = DropElement(player);
7686 moved = MovePlayer(player, dx, dy);
7689 if (tape.single_step && tape.recording && !tape.pausing)
7691 if (button1 || (dropped && !moved))
7693 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7694 SnapField(player, 0, 0); /* stop snapping */
7698 SetPlayerWaiting(player, FALSE);
7700 return player_action;
7704 /* no actions for this player (no input at player's configured device) */
7706 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7707 SnapField(player, 0, 0);
7708 CheckGravityMovementWhenNotMoving(player);
7710 if (player->MovPos == 0)
7711 SetPlayerWaiting(player, TRUE);
7713 if (player->MovPos == 0) /* needed for tape.playing */
7714 player->is_moving = FALSE;
7716 player->is_dropping = FALSE;
7722 void AdvanceFrameAndPlayerCounters(int player_nr)
7726 /* advance frame counters (global frame counter and time frame counter) */
7730 /* advance player counters (counters for move delay, move animation etc.) */
7731 for (i = 0; i < MAX_PLAYERS; i++)
7733 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7734 int move_delay_value = stored_player[i].move_delay_value;
7735 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7737 if (!advance_player_counters) /* not all players may be affected */
7740 #if USE_NEW_PLAYER_ANIM
7741 if (move_frames == 0) /* less than one move per game frame */
7743 int stepsize = TILEX / move_delay_value;
7744 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7745 int count = (stored_player[i].is_moving ?
7746 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7748 if (count % delay == 0)
7753 stored_player[i].Frame += move_frames;
7755 if (stored_player[i].MovPos != 0)
7756 stored_player[i].StepFrame += move_frames;
7758 if (stored_player[i].move_delay > 0)
7759 stored_player[i].move_delay--;
7761 /* due to bugs in previous versions, counter must count up, not down */
7762 if (stored_player[i].push_delay != -1)
7763 stored_player[i].push_delay++;
7765 if (stored_player[i].drop_delay > 0)
7766 stored_player[i].drop_delay--;
7772 static unsigned long game_frame_delay = 0;
7773 unsigned long game_frame_delay_value;
7774 int magic_wall_x = 0, magic_wall_y = 0;
7775 int i, x, y, element, graphic;
7776 byte *recorded_player_action;
7777 byte summarized_player_action = 0;
7778 byte tape_action[MAX_PLAYERS];
7780 if (game_status != GAME_MODE_PLAYING)
7783 game_frame_delay_value =
7784 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7786 if (tape.playing && tape.warp_forward && !tape.pausing)
7787 game_frame_delay_value = 0;
7789 /* ---------- main game synchronization point ---------- */
7791 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7793 if (network_playing && !network_player_action_received)
7795 /* try to get network player actions in time */
7797 #if defined(NETWORK_AVALIABLE)
7798 /* last chance to get network player actions without main loop delay */
7802 /* game was quit by network peer */
7803 if (game_status != GAME_MODE_PLAYING)
7806 if (!network_player_action_received)
7807 return; /* failed to get network player actions in time */
7813 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7816 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7817 if (recorded_player_action == NULL && tape.pausing)
7821 for (i = 0; i < MAX_PLAYERS; i++)
7823 summarized_player_action |= stored_player[i].action;
7825 if (!network_playing)
7826 stored_player[i].effective_action = stored_player[i].action;
7829 #if defined(NETWORK_AVALIABLE)
7830 if (network_playing)
7831 SendToServer_MovePlayer(summarized_player_action);
7834 if (!options.network && !setup.team_mode)
7835 local_player->effective_action = summarized_player_action;
7837 if (recorded_player_action != NULL)
7838 for (i = 0; i < MAX_PLAYERS; i++)
7839 stored_player[i].effective_action = recorded_player_action[i];
7841 for (i = 0; i < MAX_PLAYERS; i++)
7843 tape_action[i] = stored_player[i].effective_action;
7845 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7846 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7849 /* only save actions from input devices, but not programmed actions */
7851 TapeRecordAction(tape_action);
7853 for (i = 0; i < MAX_PLAYERS; i++)
7855 int actual_player_action = stored_player[i].effective_action;
7858 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7859 - rnd_equinox_tetrachloride 048
7860 - rnd_equinox_tetrachloride_ii 096
7861 - rnd_emanuel_schmieg 002
7862 - doctor_sloan_ww 001, 020
7864 if (stored_player[i].MovPos == 0)
7865 CheckGravityMovement(&stored_player[i]);
7868 /* overwrite programmed action with tape action */
7869 if (stored_player[i].programmed_action)
7870 actual_player_action = stored_player[i].programmed_action;
7873 PlayerActions(&stored_player[i], actual_player_action);
7875 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7877 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7878 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7881 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7884 network_player_action_received = FALSE;
7886 ScrollScreen(NULL, SCROLL_GO_ON);
7888 /* for backwards compatibility, the following code emulates a fixed bug that
7889 occured when pushing elements (causing elements that just made their last
7890 pushing step to already (if possible) make their first falling step in the
7891 same game frame, which is bad); this code is also needed to use the famous
7892 "spring push bug" which is used in older levels and might be wanted to be
7893 used also in newer levels, but in this case the buggy pushing code is only
7894 affecting the "spring" element and no other elements */
7896 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7898 for (i = 0; i < MAX_PLAYERS; i++)
7900 struct PlayerInfo *player = &stored_player[i];
7904 if (player->active && player->is_pushing && player->is_moving &&
7906 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7907 Feld[x][y] == EL_SPRING))
7909 ContinueMoving(x, y);
7911 /* continue moving after pushing (this is actually a bug) */
7912 if (!IS_MOVING(x, y))
7920 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7922 Changed[x][y] = FALSE;
7923 ChangeEvent[x][y] = -1;
7925 /* this must be handled before main playfield loop */
7926 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7929 if (MovDelay[x][y] <= 0)
7934 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7936 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7937 printf("GameActions(): This should never happen!\n");
7939 ChangePage[x][y] = -1;
7944 if (WasJustMoving[x][y] > 0)
7945 WasJustMoving[x][y]--;
7946 if (WasJustFalling[x][y] > 0)
7947 WasJustFalling[x][y]--;
7948 if (CheckCollision[x][y] > 0)
7949 CheckCollision[x][y]--;
7953 /* reset finished pushing action (not done in ContinueMoving() to allow
7954 continous pushing animation for elements with zero push delay) */
7955 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7957 ResetGfxAnimation(x, y);
7958 DrawLevelField(x, y);
7962 if (IS_BLOCKED(x, y))
7966 Blocked2Moving(x, y, &oldx, &oldy);
7967 if (!IS_MOVING(oldx, oldy))
7969 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7970 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7971 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7972 printf("GameActions(): This should never happen!\n");
7978 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7980 element = Feld[x][y];
7981 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7983 if (graphic_info[graphic].anim_global_sync)
7984 GfxFrame[x][y] = FrameCounter;
7986 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7987 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7988 ResetRandomAnimationValue(x, y);
7990 SetRandomAnimationValue(x, y);
7992 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7994 if (IS_INACTIVE(element))
7996 if (IS_ANIMATED(graphic))
7997 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8002 /* this may take place after moving, so 'element' may have changed */
8003 if (IS_CHANGING(x, y) &&
8004 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8006 int page = element_info[element].event_page_nr[CE_DELAY];
8008 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
8012 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
8016 ChangeElement(x, y, page);
8018 if (CAN_CHANGE(element))
8019 ChangeElement(x, y, page);
8021 if (HAS_ACTION(element))
8022 ExecuteCustomElementAction(x, y, element, page);
8027 element = Feld[x][y];
8028 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8031 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8035 element = Feld[x][y];
8036 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8038 if (IS_ANIMATED(graphic) &&
8041 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8043 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8044 EdelsteinFunkeln(x, y);
8046 else if ((element == EL_ACID ||
8047 element == EL_EXIT_OPEN ||
8048 element == EL_SP_EXIT_OPEN ||
8049 element == EL_SP_TERMINAL ||
8050 element == EL_SP_TERMINAL_ACTIVE ||
8051 element == EL_EXTRA_TIME ||
8052 element == EL_SHIELD_NORMAL ||
8053 element == EL_SHIELD_DEADLY) &&
8054 IS_ANIMATED(graphic))
8055 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8056 else if (IS_MOVING(x, y))
8057 ContinueMoving(x, y);
8058 else if (IS_ACTIVE_BOMB(element))
8059 CheckDynamite(x, y);
8060 else if (element == EL_AMOEBA_GROWING)
8061 AmoebeWaechst(x, y);
8062 else if (element == EL_AMOEBA_SHRINKING)
8063 AmoebaDisappearing(x, y);
8065 #if !USE_NEW_AMOEBA_CODE
8066 else if (IS_AMOEBALIVE(element))
8067 AmoebeAbleger(x, y);
8070 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8072 else if (element == EL_EXIT_CLOSED)
8074 else if (element == EL_SP_EXIT_CLOSED)
8076 else if (element == EL_EXPANDABLE_WALL_GROWING)
8078 else if (element == EL_EXPANDABLE_WALL ||
8079 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8080 element == EL_EXPANDABLE_WALL_VERTICAL ||
8081 element == EL_EXPANDABLE_WALL_ANY)
8083 else if (element == EL_FLAMES)
8084 CheckForDragon(x, y);
8085 else if (element == EL_EXPLOSION)
8086 ; /* drawing of correct explosion animation is handled separately */
8087 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8088 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8090 if (IS_BELT_ACTIVE(element))
8091 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8093 if (game.magic_wall_active)
8095 int jx = local_player->jx, jy = local_player->jy;
8097 /* play the element sound at the position nearest to the player */
8098 if ((element == EL_MAGIC_WALL_FULL ||
8099 element == EL_MAGIC_WALL_ACTIVE ||
8100 element == EL_MAGIC_WALL_EMPTYING ||
8101 element == EL_BD_MAGIC_WALL_FULL ||
8102 element == EL_BD_MAGIC_WALL_ACTIVE ||
8103 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8104 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8112 #if USE_NEW_AMOEBA_CODE
8113 /* new experimental amoeba growth stuff */
8114 if (!(FrameCounter % 8))
8116 static unsigned long random = 1684108901;
8118 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8120 x = RND(lev_fieldx);
8121 y = RND(lev_fieldy);
8122 element = Feld[x][y];
8124 if (!IS_PLAYER(x,y) &&
8125 (element == EL_EMPTY ||
8126 CAN_GROW_INTO(element) ||
8127 element == EL_QUICKSAND_EMPTY ||
8128 element == EL_ACID_SPLASH_LEFT ||
8129 element == EL_ACID_SPLASH_RIGHT))
8131 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8132 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8133 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8134 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8135 Feld[x][y] = EL_AMOEBA_DROP;
8138 random = random * 129 + 1;
8144 if (game.explosions_delayed)
8147 game.explosions_delayed = FALSE;
8149 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8151 element = Feld[x][y];
8153 if (ExplodeField[x][y])
8154 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8155 else if (element == EL_EXPLOSION)
8156 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8158 ExplodeField[x][y] = EX_TYPE_NONE;
8161 game.explosions_delayed = TRUE;
8164 if (game.magic_wall_active)
8166 if (!(game.magic_wall_time_left % 4))
8168 int element = Feld[magic_wall_x][magic_wall_y];
8170 if (element == EL_BD_MAGIC_WALL_FULL ||
8171 element == EL_BD_MAGIC_WALL_ACTIVE ||
8172 element == EL_BD_MAGIC_WALL_EMPTYING)
8173 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8175 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8178 if (game.magic_wall_time_left > 0)
8180 game.magic_wall_time_left--;
8181 if (!game.magic_wall_time_left)
8183 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8185 element = Feld[x][y];
8187 if (element == EL_MAGIC_WALL_ACTIVE ||
8188 element == EL_MAGIC_WALL_FULL)
8190 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8191 DrawLevelField(x, y);
8193 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8194 element == EL_BD_MAGIC_WALL_FULL)
8196 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8197 DrawLevelField(x, y);
8201 game.magic_wall_active = FALSE;
8206 if (game.light_time_left > 0)
8208 game.light_time_left--;
8210 if (game.light_time_left == 0)
8211 RedrawAllLightSwitchesAndInvisibleElements();
8214 if (game.timegate_time_left > 0)
8216 game.timegate_time_left--;
8218 if (game.timegate_time_left == 0)
8219 CloseAllOpenTimegates();
8222 for (i = 0; i < MAX_PLAYERS; i++)
8224 struct PlayerInfo *player = &stored_player[i];
8226 if (SHIELD_ON(player))
8228 if (player->shield_deadly_time_left)
8229 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8230 else if (player->shield_normal_time_left)
8231 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8235 if (TimeFrames >= FRAMES_PER_SECOND)
8240 for (i = 0; i < MAX_PLAYERS; i++)
8242 struct PlayerInfo *player = &stored_player[i];
8244 if (SHIELD_ON(player))
8246 player->shield_normal_time_left--;
8248 if (player->shield_deadly_time_left > 0)
8249 player->shield_deadly_time_left--;
8253 if (!level.use_step_counter)
8261 if (TimeLeft <= 10 && setup.time_limit)
8262 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8264 DrawGameValue_Time(TimeLeft);
8266 if (!TimeLeft && setup.time_limit)
8267 for (i = 0; i < MAX_PLAYERS; i++)
8268 KillPlayer(&stored_player[i]);
8270 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8271 DrawGameValue_Time(TimePlayed);
8274 if (tape.recording || tape.playing)
8275 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8279 PlayAllPlayersSound();
8281 if (options.debug) /* calculate frames per second */
8283 static unsigned long fps_counter = 0;
8284 static int fps_frames = 0;
8285 unsigned long fps_delay_ms = Counter() - fps_counter;
8289 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8291 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8294 fps_counter = Counter();
8297 redraw_mask |= REDRAW_FPS;
8300 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8302 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8304 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8306 local_player->show_envelope = 0;
8309 /* use random number generator in every frame to make it less predictable */
8310 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8314 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8316 int min_x = x, min_y = y, max_x = x, max_y = y;
8319 for (i = 0; i < MAX_PLAYERS; i++)
8321 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8323 if (!stored_player[i].active || &stored_player[i] == player)
8326 min_x = MIN(min_x, jx);
8327 min_y = MIN(min_y, jy);
8328 max_x = MAX(max_x, jx);
8329 max_y = MAX(max_y, jy);
8332 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8335 static boolean AllPlayersInVisibleScreen()
8339 for (i = 0; i < MAX_PLAYERS; i++)
8341 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8343 if (!stored_player[i].active)
8346 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8353 void ScrollLevel(int dx, int dy)
8355 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8358 BlitBitmap(drawto_field, drawto_field,
8359 FX + TILEX * (dx == -1) - softscroll_offset,
8360 FY + TILEY * (dy == -1) - softscroll_offset,
8361 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8362 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8363 FX + TILEX * (dx == 1) - softscroll_offset,
8364 FY + TILEY * (dy == 1) - softscroll_offset);
8368 x = (dx == 1 ? BX1 : BX2);
8369 for (y = BY1; y <= BY2; y++)
8370 DrawScreenField(x, y);
8375 y = (dy == 1 ? BY1 : BY2);
8376 for (x = BX1; x <= BX2; x++)
8377 DrawScreenField(x, y);
8380 redraw_mask |= REDRAW_FIELD;
8383 static boolean canFallDown(struct PlayerInfo *player)
8385 int jx = player->jx, jy = player->jy;
8387 return (IN_LEV_FIELD(jx, jy + 1) &&
8388 (IS_FREE(jx, jy + 1) ||
8389 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8390 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8391 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8394 static boolean canPassField(int x, int y, int move_dir)
8396 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8397 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8398 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8401 int element = Feld[x][y];
8403 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8404 !CAN_MOVE(element) &&
8405 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8406 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8407 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8410 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8412 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8413 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8414 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8418 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8419 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8420 (IS_DIGGABLE(Feld[newx][newy]) ||
8421 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8422 canPassField(newx, newy, move_dir)));
8425 static void CheckGravityMovement(struct PlayerInfo *player)
8427 if (game.gravity && !player->programmed_action)
8429 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8430 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8431 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8432 int jx = player->jx, jy = player->jy;
8433 boolean player_is_moving_to_valid_field =
8434 (!player_is_snapping &&
8435 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8436 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8437 boolean player_can_fall_down = canFallDown(player);
8439 if (player_can_fall_down &&
8440 !player_is_moving_to_valid_field)
8441 player->programmed_action = MV_DOWN;
8445 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8447 return CheckGravityMovement(player);
8449 if (game.gravity && !player->programmed_action)
8451 int jx = player->jx, jy = player->jy;
8452 boolean field_under_player_is_free =
8453 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8454 boolean player_is_standing_on_valid_field =
8455 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8456 (IS_WALKABLE(Feld[jx][jy]) &&
8457 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8459 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8460 player->programmed_action = MV_DOWN;
8466 -----------------------------------------------------------------------------
8467 dx, dy: direction (non-diagonal) to try to move the player to
8468 real_dx, real_dy: direction as read from input device (can be diagonal)
8471 boolean MovePlayerOneStep(struct PlayerInfo *player,
8472 int dx, int dy, int real_dx, int real_dy)
8474 int jx = player->jx, jy = player->jy;
8475 int new_jx = jx + dx, new_jy = jy + dy;
8479 if (!player->active || (!dx && !dy))
8480 return MF_NO_ACTION;
8482 player->MovDir = (dx < 0 ? MV_LEFT :
8485 dy > 0 ? MV_DOWN : MV_NONE);
8487 if (!IN_LEV_FIELD(new_jx, new_jy))
8488 return MF_NO_ACTION;
8490 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8491 return MF_NO_ACTION;
8493 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8495 if (DONT_RUN_INTO(element))
8497 if (element == EL_ACID && dx == 0 && dy == 1)
8499 SplashAcid(new_jx, new_jy);
8500 Feld[jx][jy] = EL_PLAYER_1;
8501 InitMovingField(jx, jy, MV_DOWN);
8502 Store[jx][jy] = EL_ACID;
8503 ContinueMoving(jx, jy);
8507 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
8512 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8513 if (can_move != MF_MOVING)
8516 /* check if DigField() has caused relocation of the player */
8517 if (player->jx != jx || player->jy != jy)
8518 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8520 StorePlayer[jx][jy] = 0;
8521 player->last_jx = jx;
8522 player->last_jy = jy;
8523 player->jx = new_jx;
8524 player->jy = new_jy;
8525 StorePlayer[new_jx][new_jy] = player->element_nr;
8527 if (player->move_delay_value_next != -1)
8529 player->move_delay_value = player->move_delay_value_next;
8530 player->move_delay_value_next = -1;
8534 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8536 player->step_counter++;
8538 PlayerVisit[jx][jy] = FrameCounter;
8540 ScrollPlayer(player, SCROLL_INIT);
8545 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8547 int jx = player->jx, jy = player->jy;
8548 int old_jx = jx, old_jy = jy;
8549 int moved = MF_NO_ACTION;
8551 if (!player->active)
8556 if (player->MovPos == 0)
8558 player->is_moving = FALSE;
8559 player->is_digging = FALSE;
8560 player->is_collecting = FALSE;
8561 player->is_snapping = FALSE;
8562 player->is_pushing = FALSE;
8568 if (player->move_delay > 0)
8571 player->move_delay = -1; /* set to "uninitialized" value */
8573 /* store if player is automatically moved to next field */
8574 player->is_auto_moving = (player->programmed_action != MV_NONE);
8576 /* remove the last programmed player action */
8577 player->programmed_action = 0;
8581 /* should only happen if pre-1.2 tape recordings are played */
8582 /* this is only for backward compatibility */
8584 int original_move_delay_value = player->move_delay_value;
8587 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8591 /* scroll remaining steps with finest movement resolution */
8592 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8594 while (player->MovPos)
8596 ScrollPlayer(player, SCROLL_GO_ON);
8597 ScrollScreen(NULL, SCROLL_GO_ON);
8599 AdvanceFrameAndPlayerCounters(player->index_nr);
8605 player->move_delay_value = original_move_delay_value;
8608 if (player->last_move_dir & MV_HORIZONTAL)
8610 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8611 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8615 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8616 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8622 if (moved & MF_MOVING && !ScreenMovPos &&
8623 (player == local_player || !options.network))
8625 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8626 int offset = (setup.scroll_delay ? 3 : 0);
8628 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8630 /* actual player has left the screen -- scroll in that direction */
8631 if (jx != old_jx) /* player has moved horizontally */
8632 scroll_x += (jx - old_jx);
8633 else /* player has moved vertically */
8634 scroll_y += (jy - old_jy);
8638 if (jx != old_jx) /* player has moved horizontally */
8640 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8641 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8642 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8644 /* don't scroll over playfield boundaries */
8645 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8646 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8648 /* don't scroll more than one field at a time */
8649 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8651 /* don't scroll against the player's moving direction */
8652 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8653 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8654 scroll_x = old_scroll_x;
8656 else /* player has moved vertically */
8658 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8659 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8660 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8662 /* don't scroll over playfield boundaries */
8663 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8664 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8666 /* don't scroll more than one field at a time */
8667 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8669 /* don't scroll against the player's moving direction */
8670 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8671 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8672 scroll_y = old_scroll_y;
8676 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8678 if (!options.network && !AllPlayersInVisibleScreen())
8680 scroll_x = old_scroll_x;
8681 scroll_y = old_scroll_y;
8685 ScrollScreen(player, SCROLL_INIT);
8686 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8691 player->StepFrame = 0;
8693 if (moved & MF_MOVING)
8695 if (old_jx != jx && old_jy == jy)
8696 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8697 else if (old_jx == jx && old_jy != jy)
8698 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8700 DrawLevelField(jx, jy); /* for "crumbled sand" */
8702 player->last_move_dir = player->MovDir;
8703 player->is_moving = TRUE;
8704 player->is_snapping = FALSE;
8705 player->is_switching = FALSE;
8706 player->is_dropping = FALSE;
8710 CheckGravityMovementWhenNotMoving(player);
8712 player->is_moving = FALSE;
8714 /* at this point, the player is allowed to move, but cannot move right now
8715 (e.g. because of something blocking the way) -- ensure that the player
8716 is also allowed to move in the next frame (in old versions before 3.1.1,
8717 the player was forced to wait again for eight frames before next try) */
8719 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8720 player->move_delay = 0; /* allow direct movement in the next frame */
8723 if (player->move_delay == -1) /* not yet initialized by DigField() */
8724 player->move_delay = player->move_delay_value;
8726 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8728 TestIfPlayerTouchesBadThing(jx, jy);
8729 TestIfPlayerTouchesCustomElement(jx, jy);
8732 if (!player->active)
8733 RemovePlayer(player);
8738 void ScrollPlayer(struct PlayerInfo *player, int mode)
8740 int jx = player->jx, jy = player->jy;
8741 int last_jx = player->last_jx, last_jy = player->last_jy;
8742 int move_stepsize = TILEX / player->move_delay_value;
8744 #if USE_NEW_PLAYER_SPEED
8745 if (!player->active)
8748 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8751 if (!player->active || player->MovPos == 0)
8755 if (mode == SCROLL_INIT)
8757 player->actual_frame_counter = FrameCounter;
8758 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8760 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8761 Feld[last_jx][last_jy] == EL_EMPTY)
8763 int last_field_block_delay = 0; /* start with no blocking at all */
8764 int block_delay_adjustment = player->block_delay_adjustment;
8766 /* if player blocks last field, add delay for exactly one move */
8767 if (player->block_last_field)
8769 last_field_block_delay += player->move_delay_value;
8771 /* when blocking enabled, prevent moving up despite gravity */
8772 if (game.gravity && player->MovDir == MV_UP)
8773 block_delay_adjustment = -1;
8776 /* add block delay adjustment (also possible when not blocking) */
8777 last_field_block_delay += block_delay_adjustment;
8779 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8780 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8783 #if USE_NEW_PLAYER_SPEED
8784 if (player->MovPos != 0) /* player has not yet reached destination */
8790 else if (!FrameReached(&player->actual_frame_counter, 1))
8794 printf("::: player->MovPos: %d -> %d\n",
8796 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8799 #if USE_NEW_PLAYER_SPEED
8800 if (player->MovPos != 0)
8802 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8803 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8805 /* before DrawPlayer() to draw correct player graphic for this case */
8806 if (player->MovPos == 0)
8807 CheckGravityMovement(player);
8810 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8811 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8813 /* before DrawPlayer() to draw correct player graphic for this case */
8814 if (player->MovPos == 0)
8815 CheckGravityMovement(player);
8818 if (player->MovPos == 0) /* player reached destination field */
8821 printf("::: player reached destination field\n");
8824 if (player->move_delay_reset_counter > 0)
8826 player->move_delay_reset_counter--;
8828 if (player->move_delay_reset_counter == 0)
8830 /* continue with normal speed after quickly moving through gate */
8831 HALVE_PLAYER_SPEED(player);
8833 /* be able to make the next move without delay */
8834 player->move_delay = 0;
8838 player->last_jx = jx;
8839 player->last_jy = jy;
8841 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8842 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8843 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8845 DrawPlayer(player); /* needed here only to cleanup last field */
8846 RemovePlayer(player);
8848 if (local_player->friends_still_needed == 0 ||
8849 IS_SP_ELEMENT(Feld[jx][jy]))
8850 player->LevelSolved = player->GameOver = TRUE;
8853 /* this breaks one level: "machine", level 000 */
8855 int move_direction = player->MovDir;
8856 int enter_side = MV_DIR_OPPOSITE(move_direction);
8857 int leave_side = move_direction;
8858 int old_jx = last_jx;
8859 int old_jy = last_jy;
8860 int old_element = Feld[old_jx][old_jy];
8861 int new_element = Feld[jx][jy];
8863 if (IS_CUSTOM_ELEMENT(old_element))
8864 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8866 player->index_bit, leave_side);
8868 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
8870 player->index_bit, leave_side);
8872 if (IS_CUSTOM_ELEMENT(new_element))
8873 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8874 player->index_bit, enter_side);
8876 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
8878 player->index_bit, enter_side);
8881 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8883 TestIfPlayerTouchesBadThing(jx, jy);
8884 TestIfPlayerTouchesCustomElement(jx, jy);
8886 /* needed because pushed element has not yet reached its destination,
8887 so it would trigger a change event at its previous field location */
8888 if (!player->is_pushing)
8889 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8891 if (!player->active)
8892 RemovePlayer(player);
8895 if (level.use_step_counter)
8905 if (TimeLeft <= 10 && setup.time_limit)
8906 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8908 DrawGameValue_Time(TimeLeft);
8910 if (!TimeLeft && setup.time_limit)
8911 for (i = 0; i < MAX_PLAYERS; i++)
8912 KillPlayer(&stored_player[i]);
8914 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8915 DrawGameValue_Time(TimePlayed);
8918 if (tape.single_step && tape.recording && !tape.pausing &&
8919 !player->programmed_action)
8920 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8924 void ScrollScreen(struct PlayerInfo *player, int mode)
8926 static unsigned long screen_frame_counter = 0;
8928 if (mode == SCROLL_INIT)
8930 /* set scrolling step size according to actual player's moving speed */
8931 ScrollStepSize = TILEX / player->move_delay_value;
8933 screen_frame_counter = FrameCounter;
8934 ScreenMovDir = player->MovDir;
8935 ScreenMovPos = player->MovPos;
8936 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8939 else if (!FrameReached(&screen_frame_counter, 1))
8944 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8945 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8946 redraw_mask |= REDRAW_FIELD;
8949 ScreenMovDir = MV_NONE;
8952 void TestIfPlayerTouchesCustomElement(int x, int y)
8954 static int xy[4][2] =
8961 static int trigger_sides[4][2] =
8963 /* center side border side */
8964 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8965 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8966 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8967 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8969 static int touch_dir[4] =
8976 int center_element = Feld[x][y]; /* should always be non-moving! */
8979 for (i = 0; i < NUM_DIRECTIONS; i++)
8981 int xx = x + xy[i][0];
8982 int yy = y + xy[i][1];
8983 int center_side = trigger_sides[i][0];
8984 int border_side = trigger_sides[i][1];
8987 if (!IN_LEV_FIELD(xx, yy))
8990 if (IS_PLAYER(x, y))
8992 struct PlayerInfo *player = PLAYERINFO(x, y);
8994 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8995 border_element = Feld[xx][yy]; /* may be moving! */
8996 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8997 border_element = Feld[xx][yy];
8998 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8999 border_element = MovingOrBlocked2Element(xx, yy);
9001 continue; /* center and border element do not touch */
9003 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9004 player->index_bit, border_side);
9005 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9006 CE_PLAYER_TOUCHES_X,
9007 player->index_bit, border_side);
9009 else if (IS_PLAYER(xx, yy))
9011 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9013 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9015 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9016 continue; /* center and border element do not touch */
9019 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9020 player->index_bit, center_side);
9021 CheckTriggeredElementChangeByPlayer(x, y, center_element,
9022 CE_PLAYER_TOUCHES_X,
9023 player->index_bit, center_side);
9029 void TestIfElementTouchesCustomElement(int x, int y)
9031 static int xy[4][2] =
9038 static int trigger_sides[4][2] =
9040 /* center side border side */
9041 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9042 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9043 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9044 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9046 static int touch_dir[4] =
9053 boolean change_center_element = FALSE;
9054 int center_element = Feld[x][y]; /* should always be non-moving! */
9057 for (i = 0; i < NUM_DIRECTIONS; i++)
9059 int xx = x + xy[i][0];
9060 int yy = y + xy[i][1];
9061 int center_side = trigger_sides[i][0];
9062 int border_side = trigger_sides[i][1];
9065 if (!IN_LEV_FIELD(xx, yy))
9068 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9069 border_element = Feld[xx][yy]; /* may be moving! */
9070 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9071 border_element = Feld[xx][yy];
9072 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9073 border_element = MovingOrBlocked2Element(xx, yy);
9075 continue; /* center and border element do not touch */
9077 /* check for change of center element (but change it only once) */
9078 if (!change_center_element)
9079 change_center_element =
9080 CheckElementChangeBySide(x, y, center_element, border_element,
9081 CE_TOUCHING_X, border_side);
9083 /* check for change of border element */
9084 CheckElementChangeBySide(xx, yy, border_element, center_element,
9085 CE_TOUCHING_X, center_side);
9089 void TestIfElementHitsCustomElement(int x, int y, int direction)
9091 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9092 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9093 int hitx = x + dx, hity = y + dy;
9094 int hitting_element = Feld[x][y];
9095 int touched_element;
9097 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9100 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9101 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9103 if (IN_LEV_FIELD(hitx, hity))
9105 int opposite_direction = MV_DIR_OPPOSITE(direction);
9106 int hitting_side = direction;
9107 int touched_side = opposite_direction;
9108 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9109 MovDir[hitx][hity] != direction ||
9110 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9116 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9117 CE_HITTING_X, touched_side);
9119 CheckElementChangeBySide(hitx, hity, touched_element,
9120 hitting_element, CE_HIT_BY_X, hitting_side);
9122 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9123 CE_HIT_BY_SOMETHING, opposite_direction);
9127 /* "hitting something" is also true when hitting the playfield border */
9128 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9129 CE_HITTING_SOMETHING, direction);
9133 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9135 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9136 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9137 int hitx = x + dx, hity = y + dy;
9138 int hitting_element = Feld[x][y];
9139 int touched_element;
9141 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9142 !IS_FREE(hitx, hity) &&
9143 (!IS_MOVING(hitx, hity) ||
9144 MovDir[hitx][hity] != direction ||
9145 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9148 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9152 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9156 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9157 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9159 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9160 EP_CAN_SMASH_EVERYTHING, direction);
9162 if (IN_LEV_FIELD(hitx, hity))
9164 int opposite_direction = MV_DIR_OPPOSITE(direction);
9165 int hitting_side = direction;
9166 int touched_side = opposite_direction;
9168 int touched_element = MovingOrBlocked2Element(hitx, hity);
9171 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9172 MovDir[hitx][hity] != direction ||
9173 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9182 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9183 CE_SMASHED_BY_SOMETHING, opposite_direction);
9185 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9186 CE_OTHER_IS_SMASHING, touched_side);
9188 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9189 CE_OTHER_GETS_SMASHED, hitting_side);
9195 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9197 int i, kill_x = -1, kill_y = -1;
9198 int bad_element = -1;
9199 static int test_xy[4][2] =
9206 static int test_dir[4] =
9214 for (i = 0; i < NUM_DIRECTIONS; i++)
9216 int test_x, test_y, test_move_dir, test_element;
9218 test_x = good_x + test_xy[i][0];
9219 test_y = good_y + test_xy[i][1];
9221 if (!IN_LEV_FIELD(test_x, test_y))
9225 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
9227 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9229 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9230 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9232 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9233 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9237 bad_element = test_element;
9243 if (kill_x != -1 || kill_y != -1)
9245 if (IS_PLAYER(good_x, good_y))
9247 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9249 if (player->shield_deadly_time_left > 0 &&
9250 !IS_INDESTRUCTIBLE(bad_element))
9251 Bang(kill_x, kill_y);
9252 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9256 Bang(good_x, good_y);
9260 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9262 int i, kill_x = -1, kill_y = -1;
9263 int bad_element = Feld[bad_x][bad_y];
9264 static int test_xy[4][2] =
9271 static int touch_dir[4] =
9278 static int test_dir[4] =
9286 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9289 for (i = 0; i < NUM_DIRECTIONS; i++)
9291 int test_x, test_y, test_move_dir, test_element;
9293 test_x = bad_x + test_xy[i][0];
9294 test_y = bad_y + test_xy[i][1];
9295 if (!IN_LEV_FIELD(test_x, test_y))
9299 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
9301 test_element = Feld[test_x][test_y];
9303 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9304 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9306 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9307 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9309 /* good thing is player or penguin that does not move away */
9310 if (IS_PLAYER(test_x, test_y))
9312 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9314 if (bad_element == EL_ROBOT && player->is_moving)
9315 continue; /* robot does not kill player if he is moving */
9317 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9319 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9320 continue; /* center and border element do not touch */
9327 else if (test_element == EL_PENGUIN)
9336 if (kill_x != -1 || kill_y != -1)
9338 if (IS_PLAYER(kill_x, kill_y))
9340 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9342 if (player->shield_deadly_time_left > 0 &&
9343 !IS_INDESTRUCTIBLE(bad_element))
9345 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9349 Bang(kill_x, kill_y);
9353 void TestIfPlayerTouchesBadThing(int x, int y)
9355 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
9358 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
9360 TestIfGoodThingHitsBadThing(x, y, move_dir);
9363 void TestIfBadThingTouchesPlayer(int x, int y)
9365 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
9368 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
9370 TestIfBadThingHitsGoodThing(x, y, move_dir);
9373 void TestIfFriendTouchesBadThing(int x, int y)
9375 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
9378 void TestIfBadThingTouchesFriend(int x, int y)
9380 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
9383 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9385 int i, kill_x = bad_x, kill_y = bad_y;
9386 static int xy[4][2] =
9394 for (i = 0; i < NUM_DIRECTIONS; i++)
9398 x = bad_x + xy[i][0];
9399 y = bad_y + xy[i][1];
9400 if (!IN_LEV_FIELD(x, y))
9403 element = Feld[x][y];
9404 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9405 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9413 if (kill_x != bad_x || kill_y != bad_y)
9417 void KillPlayer(struct PlayerInfo *player)
9419 int jx = player->jx, jy = player->jy;
9421 if (!player->active)
9424 /* remove accessible field at the player's position */
9425 Feld[jx][jy] = EL_EMPTY;
9427 /* deactivate shield (else Bang()/Explode() would not work right) */
9428 player->shield_normal_time_left = 0;
9429 player->shield_deadly_time_left = 0;
9435 static void KillPlayerUnlessEnemyProtected(int x, int y)
9437 if (!PLAYER_ENEMY_PROTECTED(x, y))
9438 KillPlayer(PLAYERINFO(x, y));
9441 static void KillPlayerUnlessExplosionProtected(int x, int y)
9443 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9444 KillPlayer(PLAYERINFO(x, y));
9447 void BuryPlayer(struct PlayerInfo *player)
9449 int jx = player->jx, jy = player->jy;
9451 if (!player->active)
9454 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9455 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9457 player->GameOver = TRUE;
9458 RemovePlayer(player);
9461 void RemovePlayer(struct PlayerInfo *player)
9463 int jx = player->jx, jy = player->jy;
9464 int i, found = FALSE;
9466 player->present = FALSE;
9467 player->active = FALSE;
9469 if (!ExplodeField[jx][jy])
9470 StorePlayer[jx][jy] = 0;
9472 if (player->is_moving)
9473 DrawLevelField(player->last_jx, player->last_jy);
9475 for (i = 0; i < MAX_PLAYERS; i++)
9476 if (stored_player[i].active)
9480 AllPlayersGone = TRUE;
9487 =============================================================================
9488 checkDiagonalPushing()
9489 -----------------------------------------------------------------------------
9490 check if diagonal input device direction results in pushing of object
9491 (by checking if the alternative direction is walkable, diggable, ...)
9492 =============================================================================
9495 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9496 int x, int y, int real_dx, int real_dy)
9498 int jx, jy, dx, dy, xx, yy;
9500 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9503 /* diagonal direction: check alternative direction */
9508 xx = jx + (dx == 0 ? real_dx : 0);
9509 yy = jy + (dy == 0 ? real_dy : 0);
9511 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9515 =============================================================================
9517 -----------------------------------------------------------------------------
9518 x, y: field next to player (non-diagonal) to try to dig to
9519 real_dx, real_dy: direction as read from input device (can be diagonal)
9520 =============================================================================
9523 int DigField(struct PlayerInfo *player,
9524 int oldx, int oldy, int x, int y,
9525 int real_dx, int real_dy, int mode)
9527 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9528 boolean player_was_pushing = player->is_pushing;
9529 int jx = oldx, jy = oldy;
9530 int dx = x - jx, dy = y - jy;
9531 int nextx = x + dx, nexty = y + dy;
9532 int move_direction = (dx == -1 ? MV_LEFT :
9533 dx == +1 ? MV_RIGHT :
9535 dy == +1 ? MV_DOWN : MV_NONE);
9536 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9537 int dig_side = MV_DIR_OPPOSITE(move_direction);
9538 int old_element = Feld[jx][jy];
9542 if (is_player) /* function can also be called by EL_PENGUIN */
9544 if (player->MovPos == 0)
9546 player->is_digging = FALSE;
9547 player->is_collecting = FALSE;
9550 if (player->MovPos == 0) /* last pushing move finished */
9551 player->is_pushing = FALSE;
9553 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9555 player->is_switching = FALSE;
9556 player->push_delay = -1;
9558 return MF_NO_ACTION;
9562 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9563 return MF_NO_ACTION;
9565 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9566 old_element = Back[jx][jy];
9568 /* in case of element dropped at player position, check background */
9569 else if (Back[jx][jy] != EL_EMPTY &&
9570 game.engine_version >= VERSION_IDENT(2,2,0,0))
9571 old_element = Back[jx][jy];
9573 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9574 return MF_NO_ACTION; /* field has no opening in this direction */
9576 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9577 return MF_NO_ACTION; /* field has no opening in this direction */
9579 element = Feld[x][y];
9580 #if USE_NEW_CUSTOM_VALUE
9583 collect_count = element_info[element].collect_count_initial;
9585 collect_count = CustomValue[x][y];
9589 collect_count = element_info[element].collect_count_initial;
9593 if (element != EL_BLOCKED &&
9594 CustomValue[x][y] != element_info[element].collect_count_initial)
9595 printf("::: %d: %d != %d\n",
9598 element_info[element].collect_count_initial);
9601 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9602 return MF_NO_ACTION;
9604 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9605 game.engine_version >= VERSION_IDENT(2,2,0,0))
9606 return MF_NO_ACTION;
9608 if (game.gravity && is_player && !player->is_auto_moving &&
9609 canFallDown(player) && move_direction != MV_DOWN &&
9610 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9611 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9613 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9615 int sound_element = SND_ELEMENT(element);
9616 int sound_action = ACTION_WALKING;
9618 if (IS_RND_GATE(element))
9620 if (!player->key[RND_GATE_NR(element)])
9621 return MF_NO_ACTION;
9623 else if (IS_RND_GATE_GRAY(element))
9625 if (!player->key[RND_GATE_GRAY_NR(element)])
9626 return MF_NO_ACTION;
9628 else if (element == EL_EXIT_OPEN ||
9629 element == EL_SP_EXIT_OPEN ||
9630 element == EL_SP_EXIT_OPENING)
9632 sound_action = ACTION_PASSING; /* player is passing exit */
9634 else if (element == EL_EMPTY)
9636 sound_action = ACTION_MOVING; /* nothing to walk on */
9639 /* play sound from background or player, whatever is available */
9640 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9641 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9643 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9645 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9647 if (!ACCESS_FROM(element, opposite_direction))
9648 return MF_NO_ACTION; /* field not accessible from this direction */
9650 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9651 return MF_NO_ACTION;
9653 if (IS_EM_GATE(element))
9655 if (!player->key[EM_GATE_NR(element)])
9656 return MF_NO_ACTION;
9658 else if (IS_EM_GATE_GRAY(element))
9660 if (!player->key[EM_GATE_GRAY_NR(element)])
9661 return MF_NO_ACTION;
9663 else if (IS_SP_PORT(element))
9665 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9666 element == EL_SP_GRAVITY_PORT_RIGHT ||
9667 element == EL_SP_GRAVITY_PORT_UP ||
9668 element == EL_SP_GRAVITY_PORT_DOWN)
9669 game.gravity = !game.gravity;
9670 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9671 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9672 element == EL_SP_GRAVITY_ON_PORT_UP ||
9673 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9674 game.gravity = TRUE;
9675 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9676 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9677 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9678 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9679 game.gravity = FALSE;
9682 /* automatically move to the next field with double speed */
9683 player->programmed_action = move_direction;
9685 if (player->move_delay_reset_counter == 0)
9687 player->move_delay_reset_counter = 2; /* two double speed steps */
9689 DOUBLE_PLAYER_SPEED(player);
9692 PlayLevelSoundAction(x, y, ACTION_PASSING);
9694 else if (IS_DIGGABLE(element))
9698 if (mode != DF_SNAP)
9700 GfxElement[x][y] = GFX_ELEMENT(element);
9701 player->is_digging = TRUE;
9704 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9706 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
9707 player->index_bit, dig_side);
9709 if (mode == DF_SNAP)
9710 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9712 else if (IS_COLLECTIBLE(element))
9716 if (is_player && mode != DF_SNAP)
9718 GfxElement[x][y] = element;
9719 player->is_collecting = TRUE;
9722 if (element == EL_SPEED_PILL)
9724 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9726 else if (element == EL_EXTRA_TIME && level.time > 0)
9728 TimeLeft += level.extra_time;
9729 DrawGameValue_Time(TimeLeft);
9731 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9733 player->shield_normal_time_left += level.shield_normal_time;
9734 if (element == EL_SHIELD_DEADLY)
9735 player->shield_deadly_time_left += level.shield_deadly_time;
9737 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9739 if (player->inventory_size < MAX_INVENTORY_SIZE)
9740 player->inventory_element[player->inventory_size++] = element;
9742 DrawGameValue_Dynamite(local_player->inventory_size);
9744 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9746 player->dynabomb_count++;
9747 player->dynabombs_left++;
9749 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9751 player->dynabomb_size++;
9753 else if (element == EL_DYNABOMB_INCREASE_POWER)
9755 player->dynabomb_xl = TRUE;
9757 else if (IS_KEY(element))
9759 player->key[KEY_NR(element)] = TRUE;
9761 DrawGameValue_Keys(player->key);
9763 redraw_mask |= REDRAW_DOOR_1;
9765 else if (IS_ENVELOPE(element))
9767 player->show_envelope = element;
9769 else if (IS_DROPPABLE(element) ||
9770 IS_THROWABLE(element)) /* can be collected and dropped */
9774 if (collect_count == 0)
9775 player->inventory_infinite_element = element;
9777 for (i = 0; i < collect_count; i++)
9778 if (player->inventory_size < MAX_INVENTORY_SIZE)
9779 player->inventory_element[player->inventory_size++] = element;
9781 DrawGameValue_Dynamite(local_player->inventory_size);
9783 else if (collect_count > 0)
9785 local_player->gems_still_needed -= collect_count;
9786 if (local_player->gems_still_needed < 0)
9787 local_player->gems_still_needed = 0;
9789 DrawGameValue_Emeralds(local_player->gems_still_needed);
9792 RaiseScoreElement(element);
9793 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9796 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
9797 player->index_bit, dig_side);
9799 if (mode == DF_SNAP)
9800 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9802 else if (IS_PUSHABLE(element))
9804 if (mode == DF_SNAP && element != EL_BD_ROCK)
9805 return MF_NO_ACTION;
9807 if (CAN_FALL(element) && dy)
9808 return MF_NO_ACTION;
9810 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9811 !(element == EL_SPRING && level.use_spring_bug))
9812 return MF_NO_ACTION;
9814 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9815 ((move_direction & MV_VERTICAL &&
9816 ((element_info[element].move_pattern & MV_LEFT &&
9817 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9818 (element_info[element].move_pattern & MV_RIGHT &&
9819 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9820 (move_direction & MV_HORIZONTAL &&
9821 ((element_info[element].move_pattern & MV_UP &&
9822 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9823 (element_info[element].move_pattern & MV_DOWN &&
9824 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9825 return MF_NO_ACTION;
9827 /* do not push elements already moving away faster than player */
9828 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9829 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9830 return MF_NO_ACTION;
9832 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9834 if (player->push_delay_value == -1 || !player_was_pushing)
9835 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9837 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9839 if (player->push_delay_value == -1)
9840 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9842 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9844 if (!player->is_pushing)
9845 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9848 player->is_pushing = TRUE;
9850 if (!(IN_LEV_FIELD(nextx, nexty) &&
9851 (IS_FREE(nextx, nexty) ||
9852 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9853 IS_SB_ELEMENT(element)))))
9854 return MF_NO_ACTION;
9856 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9857 return MF_NO_ACTION;
9859 if (player->push_delay == -1) /* new pushing; restart delay */
9860 player->push_delay = 0;
9862 if (player->push_delay < player->push_delay_value &&
9863 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9864 element != EL_SPRING && element != EL_BALLOON)
9866 /* make sure that there is no move delay before next try to push */
9867 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9868 player->move_delay = 0;
9870 return MF_NO_ACTION;
9873 if (IS_SB_ELEMENT(element))
9875 if (element == EL_SOKOBAN_FIELD_FULL)
9877 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9878 local_player->sokobanfields_still_needed++;
9881 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9883 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9884 local_player->sokobanfields_still_needed--;
9887 Feld[x][y] = EL_SOKOBAN_OBJECT;
9889 if (Back[x][y] == Back[nextx][nexty])
9890 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9891 else if (Back[x][y] != 0)
9892 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9895 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9898 if (local_player->sokobanfields_still_needed == 0 &&
9899 game.emulation == EMU_SOKOBAN)
9901 player->LevelSolved = player->GameOver = TRUE;
9902 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9906 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9908 InitMovingField(x, y, move_direction);
9909 GfxAction[x][y] = ACTION_PUSHING;
9911 if (mode == DF_SNAP)
9912 ContinueMoving(x, y);
9914 MovPos[x][y] = (dx != 0 ? dx : dy);
9916 Pushed[x][y] = TRUE;
9917 Pushed[nextx][nexty] = TRUE;
9919 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9920 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9922 player->push_delay_value = -1; /* get new value later */
9924 /* check for element change _after_ element has been pushed */
9925 if (game.use_change_when_pushing_bug)
9927 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9928 player->index_bit, dig_side);
9929 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
9930 player->index_bit, dig_side);
9933 else if (IS_SWITCHABLE(element))
9935 if (PLAYER_SWITCHING(player, x, y))
9937 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
9938 player->index_bit, dig_side);
9943 player->is_switching = TRUE;
9944 player->switch_x = x;
9945 player->switch_y = y;
9947 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9949 if (element == EL_ROBOT_WHEEL)
9951 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9955 DrawLevelField(x, y);
9957 else if (element == EL_SP_TERMINAL)
9961 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9963 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9965 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9966 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9969 else if (IS_BELT_SWITCH(element))
9971 ToggleBeltSwitch(x, y);
9973 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9974 element == EL_SWITCHGATE_SWITCH_DOWN)
9976 ToggleSwitchgateSwitch(x, y);
9978 else if (element == EL_LIGHT_SWITCH ||
9979 element == EL_LIGHT_SWITCH_ACTIVE)
9981 ToggleLightSwitch(x, y);
9983 else if (element == EL_TIMEGATE_SWITCH)
9985 ActivateTimegateSwitch(x, y);
9987 else if (element == EL_BALLOON_SWITCH_LEFT ||
9988 element == EL_BALLOON_SWITCH_RIGHT ||
9989 element == EL_BALLOON_SWITCH_UP ||
9990 element == EL_BALLOON_SWITCH_DOWN ||
9991 element == EL_BALLOON_SWITCH_NONE ||
9992 element == EL_BALLOON_SWITCH_ANY)
9994 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9995 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9996 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9997 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9998 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
10001 else if (element == EL_LAMP)
10003 Feld[x][y] = EL_LAMP_ACTIVE;
10004 local_player->lights_still_needed--;
10006 ResetGfxAnimation(x, y);
10007 DrawLevelField(x, y);
10009 else if (element == EL_TIME_ORB_FULL)
10011 Feld[x][y] = EL_TIME_ORB_EMPTY;
10013 if (level.time > 0 || level.use_time_orb_bug)
10015 TimeLeft += level.time_orb_time;
10016 DrawGameValue_Time(TimeLeft);
10019 ResetGfxAnimation(x, y);
10020 DrawLevelField(x, y);
10023 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
10024 player->index_bit, dig_side);
10026 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
10027 player->index_bit, dig_side);
10033 if (!PLAYER_SWITCHING(player, x, y))
10035 player->is_switching = TRUE;
10036 player->switch_x = x;
10037 player->switch_y = y;
10039 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
10040 player->index_bit, dig_side);
10041 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
10042 player->index_bit, dig_side);
10045 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10046 player->index_bit, dig_side);
10047 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
10048 player->index_bit, dig_side);
10050 return MF_NO_ACTION;
10053 player->push_delay = -1;
10055 if (is_player) /* function can also be called by EL_PENGUIN */
10057 if (Feld[x][y] != element) /* really digged/collected something */
10058 player->is_collecting = !player->is_digging;
10064 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10066 int jx = player->jx, jy = player->jy;
10067 int x = jx + dx, y = jy + dy;
10068 int snap_direction = (dx == -1 ? MV_LEFT :
10069 dx == +1 ? MV_RIGHT :
10071 dy == +1 ? MV_DOWN : MV_NONE);
10073 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
10076 if (!player->active || !IN_LEV_FIELD(x, y))
10084 if (player->MovPos == 0)
10085 player->is_pushing = FALSE;
10087 player->is_snapping = FALSE;
10089 if (player->MovPos == 0)
10091 player->is_moving = FALSE;
10092 player->is_digging = FALSE;
10093 player->is_collecting = FALSE;
10099 if (player->is_snapping)
10102 player->MovDir = snap_direction;
10104 if (player->MovPos == 0)
10106 player->is_moving = FALSE;
10107 player->is_digging = FALSE;
10108 player->is_collecting = FALSE;
10111 player->is_dropping = FALSE;
10113 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10116 player->is_snapping = TRUE;
10118 if (player->MovPos == 0)
10120 player->is_moving = FALSE;
10121 player->is_digging = FALSE;
10122 player->is_collecting = FALSE;
10125 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
10126 DrawLevelField(player->last_jx, player->last_jy);
10128 DrawLevelField(x, y);
10133 boolean DropElement(struct PlayerInfo *player)
10135 int old_element, new_element;
10136 int dropx = player->jx, dropy = player->jy;
10137 int drop_direction = player->MovDir;
10138 int drop_side = drop_direction;
10139 int drop_element = (player->inventory_size > 0 ?
10140 player->inventory_element[player->inventory_size - 1] :
10141 player->inventory_infinite_element != EL_UNDEFINED ?
10142 player->inventory_infinite_element :
10143 player->dynabombs_left > 0 ?
10144 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10147 /* do not drop an element on top of another element; when holding drop key
10148 pressed without moving, dropped element must move away before the next
10149 element can be dropped (this is especially important if the next element
10150 is dynamite, which can be placed on background for historical reasons) */
10151 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
10154 if (IS_THROWABLE(drop_element))
10156 dropx += GET_DX_FROM_DIR(drop_direction);
10157 dropy += GET_DY_FROM_DIR(drop_direction);
10159 if (!IN_LEV_FIELD(dropx, dropy))
10163 old_element = Feld[dropx][dropy]; /* old element at dropping position */
10164 new_element = drop_element; /* default: no change when dropping */
10166 /* check if player is active, not moving and ready to drop */
10167 if (!player->active || player->MovPos || player->drop_delay > 0)
10170 /* check if player has anything that can be dropped */
10171 if (new_element == EL_UNDEFINED)
10174 /* check if anything can be dropped at the current position */
10175 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10178 /* collected custom elements can only be dropped on empty fields */
10179 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10182 if (old_element != EL_EMPTY)
10183 Back[dropx][dropy] = old_element; /* store old element on this field */
10185 ResetGfxAnimation(dropx, dropy);
10186 ResetRandomAnimationValue(dropx, dropy);
10188 if (player->inventory_size > 0 ||
10189 player->inventory_infinite_element != EL_UNDEFINED)
10191 if (player->inventory_size > 0)
10193 player->inventory_size--;
10195 DrawGameValue_Dynamite(local_player->inventory_size);
10197 if (new_element == EL_DYNAMITE)
10198 new_element = EL_DYNAMITE_ACTIVE;
10199 else if (new_element == EL_SP_DISK_RED)
10200 new_element = EL_SP_DISK_RED_ACTIVE;
10203 Feld[dropx][dropy] = new_element;
10205 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10206 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10207 el2img(Feld[dropx][dropy]), 0);
10209 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10211 /* needed if previous element just changed to "empty" in the last frame */
10212 Changed[dropx][dropy] = FALSE; /* allow another change */
10214 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
10215 player->index_bit, drop_side);
10216 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
10218 player->index_bit, drop_side);
10220 TestIfElementTouchesCustomElement(dropx, dropy);
10222 else /* player is dropping a dyna bomb */
10224 player->dynabombs_left--;
10226 Feld[dropx][dropy] = new_element;
10228 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10229 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10230 el2img(Feld[dropx][dropy]), 0);
10232 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10235 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10236 InitField_WithBug1(dropx, dropy, FALSE);
10238 new_element = Feld[dropx][dropy]; /* element might have changed */
10240 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10241 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10243 int move_direction, nextx, nexty;
10245 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10246 MovDir[dropx][dropy] = drop_direction;
10248 move_direction = MovDir[dropx][dropy];
10249 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10250 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10252 Changed[dropx][dropy] = FALSE; /* allow another change */
10253 CheckCollision[dropx][dropy] = 2;
10256 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10257 player->is_dropping = TRUE;
10259 player->drop_x = dropx;
10260 player->drop_y = dropy;
10265 /* ------------------------------------------------------------------------- */
10266 /* game sound playing functions */
10267 /* ------------------------------------------------------------------------- */
10269 static int *loop_sound_frame = NULL;
10270 static int *loop_sound_volume = NULL;
10272 void InitPlayLevelSound()
10274 int num_sounds = getSoundListSize();
10276 checked_free(loop_sound_frame);
10277 checked_free(loop_sound_volume);
10279 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10280 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10283 static void PlayLevelSound(int x, int y, int nr)
10285 int sx = SCREENX(x), sy = SCREENY(y);
10286 int volume, stereo_position;
10287 int max_distance = 8;
10288 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10290 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10291 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10294 if (!IN_LEV_FIELD(x, y) ||
10295 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10296 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10299 volume = SOUND_MAX_VOLUME;
10301 if (!IN_SCR_FIELD(sx, sy))
10303 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10304 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10306 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10309 stereo_position = (SOUND_MAX_LEFT +
10310 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10311 (SCR_FIELDX + 2 * max_distance));
10313 if (IS_LOOP_SOUND(nr))
10315 /* This assures that quieter loop sounds do not overwrite louder ones,
10316 while restarting sound volume comparison with each new game frame. */
10318 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10321 loop_sound_volume[nr] = volume;
10322 loop_sound_frame[nr] = FrameCounter;
10325 PlaySoundExt(nr, volume, stereo_position, type);
10328 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10330 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10331 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10332 y < LEVELY(BY1) ? LEVELY(BY1) :
10333 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10337 static void PlayLevelSoundAction(int x, int y, int action)
10339 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10342 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10344 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10346 if (sound_effect != SND_UNDEFINED)
10347 PlayLevelSound(x, y, sound_effect);
10350 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10353 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10355 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10356 PlayLevelSound(x, y, sound_effect);
10359 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10361 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10363 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10364 PlayLevelSound(x, y, sound_effect);
10367 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10369 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10371 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10372 StopSound(sound_effect);
10375 static void PlayLevelMusic()
10377 if (levelset.music[level_nr] != MUS_UNDEFINED)
10378 PlayMusic(levelset.music[level_nr]); /* from config file */
10380 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10383 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10385 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10390 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10394 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10398 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10402 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10406 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10410 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10414 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10417 case SAMPLE_android_clone:
10418 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10421 case SAMPLE_android_move:
10422 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10425 case SAMPLE_spring:
10426 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10430 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10434 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10437 case SAMPLE_eater_eat:
10438 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10442 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10445 case SAMPLE_collect:
10446 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10449 case SAMPLE_diamond:
10450 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10453 case SAMPLE_squash:
10454 /* !!! CHECK THIS !!! */
10456 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10458 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10462 case SAMPLE_wonderfall:
10463 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10467 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10471 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10475 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10479 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10483 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10487 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10490 case SAMPLE_wonder:
10491 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10495 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10498 case SAMPLE_exit_open:
10499 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10502 case SAMPLE_exit_leave:
10503 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10506 case SAMPLE_dynamite:
10507 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10511 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10515 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10519 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10523 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10527 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10531 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10535 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10540 void RaiseScore(int value)
10542 local_player->score += value;
10544 DrawGameValue_Score(local_player->score);
10547 void RaiseScoreElement(int element)
10552 case EL_BD_DIAMOND:
10553 case EL_EMERALD_YELLOW:
10554 case EL_EMERALD_RED:
10555 case EL_EMERALD_PURPLE:
10556 case EL_SP_INFOTRON:
10557 RaiseScore(level.score[SC_EMERALD]);
10560 RaiseScore(level.score[SC_DIAMOND]);
10563 RaiseScore(level.score[SC_CRYSTAL]);
10566 RaiseScore(level.score[SC_PEARL]);
10569 case EL_BD_BUTTERFLY:
10570 case EL_SP_ELECTRON:
10571 RaiseScore(level.score[SC_BUG]);
10574 case EL_BD_FIREFLY:
10575 case EL_SP_SNIKSNAK:
10576 RaiseScore(level.score[SC_SPACESHIP]);
10579 case EL_DARK_YAMYAM:
10580 RaiseScore(level.score[SC_YAMYAM]);
10583 RaiseScore(level.score[SC_ROBOT]);
10586 RaiseScore(level.score[SC_PACMAN]);
10589 RaiseScore(level.score[SC_NUT]);
10592 case EL_SP_DISK_RED:
10593 case EL_DYNABOMB_INCREASE_NUMBER:
10594 case EL_DYNABOMB_INCREASE_SIZE:
10595 case EL_DYNABOMB_INCREASE_POWER:
10596 RaiseScore(level.score[SC_DYNAMITE]);
10598 case EL_SHIELD_NORMAL:
10599 case EL_SHIELD_DEADLY:
10600 RaiseScore(level.score[SC_SHIELD]);
10602 case EL_EXTRA_TIME:
10603 RaiseScore(level.score[SC_TIME_BONUS]);
10617 RaiseScore(level.score[SC_KEY]);
10620 RaiseScore(element_info[element].collect_score);
10625 void RequestQuitGame(boolean ask_if_really_quit)
10627 if (AllPlayersGone ||
10628 !ask_if_really_quit ||
10629 level_editor_test_game ||
10630 Request("Do you really want to quit the game ?",
10631 REQ_ASK | REQ_STAY_CLOSED))
10633 #if defined(NETWORK_AVALIABLE)
10634 if (options.network)
10635 SendToServer_StopPlaying();
10639 game_status = GAME_MODE_MAIN;
10645 if (tape.playing && tape.deactivate_display)
10646 TapeDeactivateDisplayOff(TRUE);
10648 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10650 if (tape.playing && tape.deactivate_display)
10651 TapeDeactivateDisplayOn();
10656 /* ---------- new game button stuff ---------------------------------------- */
10658 /* graphic position values for game buttons */
10659 #define GAME_BUTTON_XSIZE 30
10660 #define GAME_BUTTON_YSIZE 30
10661 #define GAME_BUTTON_XPOS 5
10662 #define GAME_BUTTON_YPOS 215
10663 #define SOUND_BUTTON_XPOS 5
10664 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10666 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10667 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10668 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10669 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10670 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10671 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10678 } gamebutton_info[NUM_GAME_BUTTONS] =
10681 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10686 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10687 GAME_CTRL_ID_PAUSE,
10691 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10696 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10697 SOUND_CTRL_ID_MUSIC,
10698 "background music on/off"
10701 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10702 SOUND_CTRL_ID_LOOPS,
10703 "sound loops on/off"
10706 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10707 SOUND_CTRL_ID_SIMPLE,
10708 "normal sounds on/off"
10712 void CreateGameButtons()
10716 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10718 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10719 struct GadgetInfo *gi;
10722 unsigned long event_mask;
10723 int gd_xoffset, gd_yoffset;
10724 int gd_x1, gd_x2, gd_y1, gd_y2;
10727 gd_xoffset = gamebutton_info[i].x;
10728 gd_yoffset = gamebutton_info[i].y;
10729 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10730 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10732 if (id == GAME_CTRL_ID_STOP ||
10733 id == GAME_CTRL_ID_PAUSE ||
10734 id == GAME_CTRL_ID_PLAY)
10736 button_type = GD_TYPE_NORMAL_BUTTON;
10738 event_mask = GD_EVENT_RELEASED;
10739 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10740 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10744 button_type = GD_TYPE_CHECK_BUTTON;
10746 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10747 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10748 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10749 event_mask = GD_EVENT_PRESSED;
10750 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10751 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10754 gi = CreateGadget(GDI_CUSTOM_ID, id,
10755 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10756 GDI_X, DX + gd_xoffset,
10757 GDI_Y, DY + gd_yoffset,
10758 GDI_WIDTH, GAME_BUTTON_XSIZE,
10759 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10760 GDI_TYPE, button_type,
10761 GDI_STATE, GD_BUTTON_UNPRESSED,
10762 GDI_CHECKED, checked,
10763 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10764 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10765 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10766 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10767 GDI_EVENT_MASK, event_mask,
10768 GDI_CALLBACK_ACTION, HandleGameButtons,
10772 Error(ERR_EXIT, "cannot create gadget");
10774 game_gadget[id] = gi;
10778 void FreeGameButtons()
10782 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10783 FreeGadget(game_gadget[i]);
10786 static void MapGameButtons()
10790 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10791 MapGadget(game_gadget[i]);
10794 void UnmapGameButtons()
10798 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10799 UnmapGadget(game_gadget[i]);
10802 static void HandleGameButtons(struct GadgetInfo *gi)
10804 int id = gi->custom_id;
10806 if (game_status != GAME_MODE_PLAYING)
10811 case GAME_CTRL_ID_STOP:
10812 RequestQuitGame(TRUE);
10815 case GAME_CTRL_ID_PAUSE:
10816 if (options.network)
10818 #if defined(NETWORK_AVALIABLE)
10820 SendToServer_ContinuePlaying();
10822 SendToServer_PausePlaying();
10826 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10829 case GAME_CTRL_ID_PLAY:
10832 #if defined(NETWORK_AVALIABLE)
10833 if (options.network)
10834 SendToServer_ContinuePlaying();
10838 tape.pausing = FALSE;
10839 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10844 case SOUND_CTRL_ID_MUSIC:
10845 if (setup.sound_music)
10847 setup.sound_music = FALSE;
10850 else if (audio.music_available)
10852 setup.sound = setup.sound_music = TRUE;
10854 SetAudioMode(setup.sound);
10860 case SOUND_CTRL_ID_LOOPS:
10861 if (setup.sound_loops)
10862 setup.sound_loops = FALSE;
10863 else if (audio.loops_available)
10865 setup.sound = setup.sound_loops = TRUE;
10866 SetAudioMode(setup.sound);
10870 case SOUND_CTRL_ID_SIMPLE:
10871 if (setup.sound_simple)
10872 setup.sound_simple = FALSE;
10873 else if (audio.sound_available)
10875 setup.sound = setup.sound_simple = TRUE;
10876 SetAudioMode(setup.sound);