1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
42 /* for MovePlayer() */
43 #define MF_NO_ACTION 0
47 /* for ScrollPlayer() */
49 #define SCROLL_GO_ON 1
52 #define EX_PHASE_START 0
53 #define EX_TYPE_NONE 0
54 #define EX_TYPE_NORMAL (1 << 0)
55 #define EX_TYPE_CENTER (1 << 1)
56 #define EX_TYPE_BORDER (1 << 2)
57 #define EX_TYPE_CROSS (1 << 3)
58 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
60 /* special positions in the game control window (relative to control window) */
63 #define XX_EMERALDS 29
64 #define YY_EMERALDS 54
65 #define XX_DYNAMITE 29
66 #define YY_DYNAMITE 89
75 /* special positions in the game control window (relative to main window) */
76 #define DX_LEVEL (DX + XX_LEVEL)
77 #define DY_LEVEL (DY + YY_LEVEL)
78 #define DX_EMERALDS (DX + XX_EMERALDS)
79 #define DY_EMERALDS (DY + YY_EMERALDS)
80 #define DX_DYNAMITE (DX + XX_DYNAMITE)
81 #define DY_DYNAMITE (DY + YY_DYNAMITE)
82 #define DX_KEYS (DX + XX_KEYS)
83 #define DY_KEYS (DY + YY_KEYS)
84 #define DX_SCORE (DX + XX_SCORE)
85 #define DY_SCORE (DY + YY_SCORE)
86 #define DX_TIME1 (DX + XX_TIME1)
87 #define DX_TIME2 (DX + XX_TIME2)
88 #define DY_TIME (DY + YY_TIME)
90 /* values for initial player move delay (initial delay counter value) */
91 #define INITIAL_MOVE_DELAY_OFF -1
92 #define INITIAL_MOVE_DELAY_ON 0
94 /* values for player movement speed (which is in fact a delay value) */
95 #define MOVE_DELAY_MIN_SPEED 32
96 #define MOVE_DELAY_NORMAL_SPEED 8
97 #define MOVE_DELAY_HIGH_SPEED 4
98 #define MOVE_DELAY_MAX_SPEED 1
101 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
102 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
104 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
105 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
107 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
108 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
110 /* values for other actions */
111 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
112 #define MOVE_STEPSIZE_MIN (1)
113 #define MOVE_STEPSIZE_MAX (TILEX)
115 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
116 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
118 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
120 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
121 RND(element_info[e].push_delay_random))
122 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
123 RND(element_info[e].drop_delay_random))
124 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
125 RND(element_info[e].move_delay_random))
126 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
127 (element_info[e].move_delay_random))
128 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
129 RND((c)->delay_random * (c)->delay_frames))
131 #define GET_TARGET_ELEMENT(e, ch) \
132 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
133 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
135 #define GET_VALID_PLAYER_ELEMENT(e) \
136 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
138 #define CAN_GROW_INTO(e) \
139 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
141 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
151 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
152 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
153 (CAN_MOVE_INTO_ACID(e) && \
154 Feld[x][y] == EL_ACID) || \
157 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
158 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
160 (CAN_MOVE_INTO_ACID(e) && \
161 Feld[x][y] == EL_ACID) || \
162 (DONT_COLLIDE_WITH(e) && \
164 !PLAYER_ENEMY_PROTECTED(x, y))))
166 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
169 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
175 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
178 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
181 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
184 #define PIG_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
187 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
189 IS_FOOD_PENGUIN(Feld[x][y])))
190 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
191 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
193 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
196 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
199 #define GROUP_NR(e) ((e) - EL_GROUP_START)
200 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
201 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
202 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
204 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
205 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
207 #define CE_ENTER_FIELD_COND(e, x, y) \
208 (!IS_PLAYER(x, y) && \
209 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
211 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
212 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
214 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
215 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
217 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
218 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
219 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
220 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
222 /* game button identifiers */
223 #define GAME_CTRL_ID_STOP 0
224 #define GAME_CTRL_ID_PAUSE 1
225 #define GAME_CTRL_ID_PLAY 2
226 #define SOUND_CTRL_ID_MUSIC 3
227 #define SOUND_CTRL_ID_LOOPS 4
228 #define SOUND_CTRL_ID_SIMPLE 5
230 #define NUM_GAME_BUTTONS 6
233 /* forward declaration for internal use */
235 static void AdvanceFrameAndPlayerCounters(int);
237 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
238 static boolean MovePlayer(struct PlayerInfo *, int, int);
239 static void ScrollPlayer(struct PlayerInfo *, int);
240 static void ScrollScreen(struct PlayerInfo *, int);
242 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
244 static void InitBeltMovement(void);
245 static void CloseAllOpenTimegates(void);
246 static void CheckGravityMovement(struct PlayerInfo *);
247 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
248 static void KillPlayerUnlessEnemyProtected(int, int);
249 static void KillPlayerUnlessExplosionProtected(int, int);
251 static void TestIfPlayerTouchesCustomElement(int, int);
252 static void TestIfElementTouchesCustomElement(int, int);
253 static void TestIfElementHitsCustomElement(int, int, int);
255 static void TestIfElementSmashesCustomElement(int, int, int);
258 static void ChangeElement(int, int, int);
260 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
261 #define CheckTriggeredElementChange(e, ev) \
262 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
263 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
264 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
265 #define CheckTriggeredElementChangeBySide(e, ev, s) \
266 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
267 #define CheckTriggeredElementChangeByPage(e, ev, p) \
268 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
270 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
271 #define CheckElementChange(x, y, e, te, ev) \
272 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
273 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
274 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
275 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
276 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
278 static void PlayLevelSound(int, int, int);
279 static void PlayLevelSoundNearest(int, int, int);
280 static void PlayLevelSoundAction(int, int, int);
281 static void PlayLevelSoundElementAction(int, int, int, int);
282 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
283 static void PlayLevelSoundActionIfLoop(int, int, int);
284 static void StopLevelSoundActionIfLoop(int, int, int);
285 static void PlayLevelMusic();
287 static void MapGameButtons();
288 static void HandleGameButtons(struct GadgetInfo *);
290 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
293 /* ------------------------------------------------------------------------- */
294 /* definition of elements that automatically change to other elements after */
295 /* a specified time, eventually calling a function when changing */
296 /* ------------------------------------------------------------------------- */
298 /* forward declaration for changer functions */
299 static void InitBuggyBase(int x, int y);
300 static void WarnBuggyBase(int x, int y);
302 static void InitTrap(int x, int y);
303 static void ActivateTrap(int x, int y);
304 static void ChangeActiveTrap(int x, int y);
306 static void InitRobotWheel(int x, int y);
307 static void RunRobotWheel(int x, int y);
308 static void StopRobotWheel(int x, int y);
310 static void InitTimegateWheel(int x, int y);
311 static void RunTimegateWheel(int x, int y);
313 struct ChangingElementInfo
318 void (*pre_change_function)(int x, int y);
319 void (*change_function)(int x, int y);
320 void (*post_change_function)(int x, int y);
323 static struct ChangingElementInfo change_delay_list[] =
374 EL_SWITCHGATE_OPENING,
382 EL_SWITCHGATE_CLOSING,
383 EL_SWITCHGATE_CLOSED,
415 EL_ACID_SPLASH_RIGHT,
424 EL_SP_BUGGY_BASE_ACTIVATING,
431 EL_SP_BUGGY_BASE_ACTIVATING,
432 EL_SP_BUGGY_BASE_ACTIVE,
439 EL_SP_BUGGY_BASE_ACTIVE,
463 EL_ROBOT_WHEEL_ACTIVE,
471 EL_TIMEGATE_SWITCH_ACTIVE,
492 int push_delay_fixed, push_delay_random;
497 { EL_BALLOON, 0, 0 },
499 { EL_SOKOBAN_OBJECT, 2, 0 },
500 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
501 { EL_SATELLITE, 2, 0 },
502 { EL_SP_DISK_YELLOW, 2, 0 },
504 { EL_UNDEFINED, 0, 0 },
512 move_stepsize_list[] =
514 { EL_AMOEBA_DROP, 2 },
515 { EL_AMOEBA_DROPPING, 2 },
516 { EL_QUICKSAND_FILLING, 1 },
517 { EL_QUICKSAND_EMPTYING, 1 },
518 { EL_MAGIC_WALL_FILLING, 2 },
519 { EL_BD_MAGIC_WALL_FILLING, 2 },
520 { EL_MAGIC_WALL_EMPTYING, 2 },
521 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
531 collect_count_list[] =
534 { EL_BD_DIAMOND, 1 },
535 { EL_EMERALD_YELLOW, 1 },
536 { EL_EMERALD_RED, 1 },
537 { EL_EMERALD_PURPLE, 1 },
539 { EL_SP_INFOTRON, 1 },
551 access_direction_list[] =
553 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
554 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
555 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
556 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
557 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
558 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
559 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
560 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
561 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
562 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
563 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
565 { EL_SP_PORT_LEFT, MV_RIGHT },
566 { EL_SP_PORT_RIGHT, MV_LEFT },
567 { EL_SP_PORT_UP, MV_DOWN },
568 { EL_SP_PORT_DOWN, MV_UP },
569 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
570 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
571 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
572 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
573 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
574 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
575 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
576 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
577 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
578 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
579 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
580 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
581 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
582 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
583 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
585 { EL_UNDEFINED, MV_NO_MOVING }
588 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
590 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
591 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
592 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
593 IS_JUST_CHANGING(x, y))
595 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
598 void GetPlayerConfig()
600 if (!audio.sound_available)
601 setup.sound_simple = FALSE;
603 if (!audio.loops_available)
604 setup.sound_loops = FALSE;
606 if (!audio.music_available)
607 setup.sound_music = FALSE;
609 if (!video.fullscreen_available)
610 setup.fullscreen = FALSE;
612 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
614 SetAudioMode(setup.sound);
618 static int getBeltNrFromBeltElement(int element)
620 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
621 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
622 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
625 static int getBeltNrFromBeltActiveElement(int element)
627 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
628 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
629 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
632 static int getBeltNrFromBeltSwitchElement(int element)
634 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
635 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
636 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
639 static int getBeltDirNrFromBeltSwitchElement(int element)
641 static int belt_base_element[4] =
643 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
644 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
645 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
646 EL_CONVEYOR_BELT_4_SWITCH_LEFT
649 int belt_nr = getBeltNrFromBeltSwitchElement(element);
650 int belt_dir_nr = element - belt_base_element[belt_nr];
652 return (belt_dir_nr % 3);
655 static int getBeltDirFromBeltSwitchElement(int element)
657 static int belt_move_dir[3] =
664 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
666 return belt_move_dir[belt_dir_nr];
669 static void InitPlayerField(int x, int y, int element, boolean init_game)
671 if (element == EL_SP_MURPHY)
675 if (stored_player[0].present)
677 Feld[x][y] = EL_SP_MURPHY_CLONE;
683 stored_player[0].use_murphy_graphic = TRUE;
686 Feld[x][y] = EL_PLAYER_1;
692 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
693 int jx = player->jx, jy = player->jy;
695 player->present = TRUE;
697 player->block_last_field = (element == EL_SP_MURPHY ?
698 level.sp_block_last_field :
699 level.block_last_field);
701 /* ---------- initialize player's last field block delay --------------- */
703 /* always start with reliable default value (no adjustment needed) */
704 player->block_delay_adjustment = 0;
706 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
707 if (player->block_last_field && element == EL_SP_MURPHY)
708 player->block_delay_adjustment = 1;
710 /* special case 2: in game engines before 3.1.1, blocking was different */
711 if (game.use_block_last_field_bug)
712 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
714 if (!options.network || player->connected)
716 player->active = TRUE;
718 /* remove potentially duplicate players */
719 if (StorePlayer[jx][jy] == Feld[x][y])
720 StorePlayer[jx][jy] = 0;
722 StorePlayer[x][y] = Feld[x][y];
726 printf("Player %d activated.\n", player->element_nr);
727 printf("[Local player is %d and currently %s.]\n",
728 local_player->element_nr,
729 local_player->active ? "active" : "not active");
733 Feld[x][y] = EL_EMPTY;
735 player->jx = player->last_jx = x;
736 player->jy = player->last_jy = y;
740 static void InitField(int x, int y, boolean init_game)
742 int element = Feld[x][y];
751 InitPlayerField(x, y, element, init_game);
754 case EL_SOKOBAN_FIELD_PLAYER:
755 element = Feld[x][y] = EL_PLAYER_1;
756 InitField(x, y, init_game);
758 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
759 InitField(x, y, init_game);
762 case EL_SOKOBAN_FIELD_EMPTY:
763 local_player->sokobanfields_still_needed++;
767 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
768 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
769 else if (x > 0 && Feld[x-1][y] == EL_ACID)
770 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
771 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
772 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
773 else if (y > 0 && Feld[x][y-1] == EL_ACID)
774 Feld[x][y] = EL_ACID_POOL_BOTTOM;
775 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
776 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
784 case EL_SPACESHIP_RIGHT:
785 case EL_SPACESHIP_UP:
786 case EL_SPACESHIP_LEFT:
787 case EL_SPACESHIP_DOWN:
789 case EL_BD_BUTTERFLY_RIGHT:
790 case EL_BD_BUTTERFLY_UP:
791 case EL_BD_BUTTERFLY_LEFT:
792 case EL_BD_BUTTERFLY_DOWN:
793 case EL_BD_BUTTERFLY:
794 case EL_BD_FIREFLY_RIGHT:
795 case EL_BD_FIREFLY_UP:
796 case EL_BD_FIREFLY_LEFT:
797 case EL_BD_FIREFLY_DOWN:
799 case EL_PACMAN_RIGHT:
823 if (y == lev_fieldy - 1)
825 Feld[x][y] = EL_AMOEBA_GROWING;
826 Store[x][y] = EL_AMOEBA_WET;
830 case EL_DYNAMITE_ACTIVE:
831 case EL_SP_DISK_RED_ACTIVE:
832 case EL_DYNABOMB_PLAYER_1_ACTIVE:
833 case EL_DYNABOMB_PLAYER_2_ACTIVE:
834 case EL_DYNABOMB_PLAYER_3_ACTIVE:
835 case EL_DYNABOMB_PLAYER_4_ACTIVE:
840 local_player->lights_still_needed++;
844 local_player->friends_still_needed++;
849 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
852 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
853 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
854 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
855 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
856 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
857 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
858 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
859 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
860 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
861 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
862 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
863 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
866 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
867 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
868 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
870 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
872 game.belt_dir[belt_nr] = belt_dir;
873 game.belt_dir_nr[belt_nr] = belt_dir_nr;
875 else /* more than one switch -- set it like the first switch */
877 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
882 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
884 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
887 case EL_LIGHT_SWITCH_ACTIVE:
889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
893 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
895 else if (IS_GROUP_ELEMENT(element))
897 struct ElementGroupInfo *group = element_info[element].group;
898 int last_anim_random_frame = gfx.anim_random_frame;
901 if (group->choice_mode == ANIM_RANDOM)
902 gfx.anim_random_frame = RND(group->num_elements_resolved);
904 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
905 group->choice_mode, 0,
908 if (group->choice_mode == ANIM_RANDOM)
909 gfx.anim_random_frame = last_anim_random_frame;
913 Feld[x][y] = group->element_resolved[element_pos];
915 InitField(x, y, init_game);
920 #if USE_NEW_COLLECT_COUNT
921 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
925 static inline void InitField_WithBug1(int x, int y, boolean init_game)
927 InitField(x, y, init_game);
929 /* not needed to call InitMovDir() -- already done by InitField()! */
930 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
931 CAN_MOVE(Feld[x][y]))
935 static inline void InitField_WithBug2(int x, int y, boolean init_game)
937 int old_element = Feld[x][y];
939 InitField(x, y, init_game);
941 /* not needed to call InitMovDir() -- already done by InitField()! */
942 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
943 CAN_MOVE(old_element) &&
944 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
947 /* this case is in fact a combination of not less than three bugs:
948 first, it calls InitMovDir() for elements that can move, although this is
949 already done by InitField(); then, it checks the element that was at this
950 field _before_ the call to InitField() (which can change it); lastly, it
951 was not called for "mole with direction" elements, which were treated as
952 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
956 inline void DrawGameValue_Emeralds(int value)
958 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
961 inline void DrawGameValue_Dynamite(int value)
963 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
966 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
970 /* currently only 4 of 8 possible keys are displayed */
971 for (i = 0; i < STD_NUM_KEYS; i++)
974 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
975 el2edimg(EL_KEY_1 + i));
977 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
978 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
979 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
983 inline void DrawGameValue_Score(int value)
985 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
988 inline void DrawGameValue_Time(int value)
991 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
993 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
996 inline void DrawGameValue_Level(int value)
999 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1002 /* misuse area for displaying emeralds to draw bigger level number */
1003 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1004 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1006 /* now copy it to the area for displaying level number */
1007 BlitBitmap(drawto, drawto,
1008 DX_EMERALDS, DY_EMERALDS + 1,
1009 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1010 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1011 DX_LEVEL - 1, DY_LEVEL + 1);
1013 /* restore the area for displaying emeralds */
1014 DrawGameValue_Emeralds(local_player->gems_still_needed);
1016 /* yes, this is all really ugly :-) */
1020 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1023 int key[MAX_NUM_KEYS];
1026 for (i = 0; i < MAX_NUM_KEYS; i++)
1027 key[i] = key_bits & (1 << i);
1029 DrawGameValue_Level(level_nr);
1031 DrawGameValue_Emeralds(emeralds);
1032 DrawGameValue_Dynamite(dynamite);
1033 DrawGameValue_Score(score);
1034 DrawGameValue_Time(time);
1036 DrawGameValue_Keys(key);
1039 void DrawGameDoorValues()
1043 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1045 DrawGameDoorValues_EM();
1050 DrawGameValue_Level(level_nr);
1052 DrawGameValue_Emeralds(local_player->gems_still_needed);
1053 DrawGameValue_Dynamite(local_player->inventory_size);
1054 DrawGameValue_Score(local_player->score);
1055 DrawGameValue_Time(TimeLeft);
1057 for (i = 0; i < MAX_PLAYERS; i++)
1058 DrawGameValue_Keys(stored_player[i].key);
1061 static void resolve_group_element(int group_element, int recursion_depth)
1063 static int group_nr;
1064 static struct ElementGroupInfo *group;
1065 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1068 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1070 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1071 group_element - EL_GROUP_START + 1);
1073 /* replace element which caused too deep recursion by question mark */
1074 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1079 if (recursion_depth == 0) /* initialization */
1081 group = element_info[group_element].group;
1082 group_nr = group_element - EL_GROUP_START;
1084 group->num_elements_resolved = 0;
1085 group->choice_pos = 0;
1088 for (i = 0; i < actual_group->num_elements; i++)
1090 int element = actual_group->element[i];
1092 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1095 if (IS_GROUP_ELEMENT(element))
1096 resolve_group_element(element, recursion_depth + 1);
1099 group->element_resolved[group->num_elements_resolved++] = element;
1100 element_info[element].in_group[group_nr] = TRUE;
1107 =============================================================================
1109 -----------------------------------------------------------------------------
1110 initialize game engine due to level / tape version number
1111 =============================================================================
1114 static void InitGameEngine()
1118 /* set game engine from tape file when re-playing, else from level file */
1119 game.engine_version = (tape.playing ? tape.engine_version :
1120 level.game_version);
1122 /* ---------------------------------------------------------------------- */
1123 /* set flags for bugs and changes according to active game engine version */
1124 /* ---------------------------------------------------------------------- */
1127 Summary of bugfix/change:
1128 Fixed handling for custom elements that change when pushed by the player.
1130 Fixed/changed in version:
1134 Before 3.1.0, custom elements that "change when pushing" changed directly
1135 after the player started pushing them (until then handled in "DigField()").
1136 Since 3.1.0, these custom elements are not changed until the "pushing"
1137 move of the element is finished (now handled in "ContinueMoving()").
1139 Affected levels/tapes:
1140 The first condition is generally needed for all levels/tapes before version
1141 3.1.0, which might use the old behaviour before it was changed; known tapes
1142 that are affected are some tapes from the level set "Walpurgis Gardens" by
1144 The second condition is an exception from the above case and is needed for
1145 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1146 above (including some development versions of 3.1.0), but before it was
1147 known that this change would break tapes like the above and was fixed in
1148 3.1.1, so that the changed behaviour was active although the engine version
1149 while recording maybe was before 3.1.0. There is at least one tape that is
1150 affected by this exception, which is the tape for the one-level set "Bug
1151 Machine" by Juergen Bonhagen.
1154 game.use_change_when_pushing_bug =
1155 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1157 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1158 tape.game_version < VERSION_IDENT(3,1,1,0)));
1161 Summary of bugfix/change:
1162 Fixed handling for blocking the field the player leaves when moving.
1164 Fixed/changed in version:
1168 Before 3.1.1, when "block last field when moving" was enabled, the field
1169 the player is leaving when moving was blocked for the time of the move,
1170 and was directly unblocked afterwards. This resulted in the last field
1171 being blocked for exactly one less than the number of frames of one player
1172 move. Additionally, even when blocking was disabled, the last field was
1173 blocked for exactly one frame.
1174 Since 3.1.1, due to changes in player movement handling, the last field
1175 is not blocked at all when blocking is disabled. When blocking is enabled,
1176 the last field is blocked for exactly the number of frames of one player
1177 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1178 last field is blocked for exactly one more than the number of frames of
1181 Affected levels/tapes:
1182 (!!! yet to be determined -- probably many !!!)
1185 game.use_block_last_field_bug =
1186 (game.engine_version < VERSION_IDENT(3,1,1,0));
1188 /* ---------------------------------------------------------------------- */
1190 /* dynamically adjust element properties according to game engine version */
1191 InitElementPropertiesEngine(game.engine_version);
1194 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1195 printf(" tape version == %06d [%s] [file: %06d]\n",
1196 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1198 printf(" => game.engine_version == %06d\n", game.engine_version);
1201 /* ---------- recursively resolve group elements ------------------------- */
1203 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1204 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1205 element_info[i].in_group[j] = FALSE;
1207 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1208 resolve_group_element(EL_GROUP_START + i, 0);
1210 /* ---------- initialize player's initial move delay --------------------- */
1212 /* dynamically adjust player properties according to level information */
1213 game.initial_move_delay_value =
1214 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1216 /* dynamically adjust player properties according to game engine version */
1217 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1218 game.initial_move_delay_value : 0);
1220 /* ---------- initialize player's initial push delay --------------------- */
1222 /* dynamically adjust player properties according to game engine version */
1223 game.initial_push_delay_value =
1224 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1226 /* ---------- initialize changing elements ------------------------------- */
1228 /* initialize changing elements information */
1229 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1231 struct ElementInfo *ei = &element_info[i];
1233 /* this pointer might have been changed in the level editor */
1234 ei->change = &ei->change_page[0];
1236 if (!IS_CUSTOM_ELEMENT(i))
1238 ei->change->target_element = EL_EMPTY_SPACE;
1239 ei->change->delay_fixed = 0;
1240 ei->change->delay_random = 0;
1241 ei->change->delay_frames = 1;
1244 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1246 ei->has_change_event[j] = FALSE;
1248 ei->event_page_nr[j] = 0;
1249 ei->event_page[j] = &ei->change_page[0];
1253 /* add changing elements from pre-defined list */
1254 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1256 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1257 struct ElementInfo *ei = &element_info[ch_delay->element];
1259 ei->change->target_element = ch_delay->target_element;
1260 ei->change->delay_fixed = ch_delay->change_delay;
1262 ei->change->pre_change_function = ch_delay->pre_change_function;
1263 ei->change->change_function = ch_delay->change_function;
1264 ei->change->post_change_function = ch_delay->post_change_function;
1266 ei->change->can_change = TRUE;
1267 ei->change->can_change_or_has_action = TRUE;
1269 ei->has_change_event[CE_DELAY] = TRUE;
1271 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1272 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1275 /* ---------- initialize internal run-time variables ------------- */
1277 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1279 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1281 for (j = 0; j < ei->num_change_pages; j++)
1283 ei->change_page[j].can_change_or_has_action =
1284 (ei->change_page[j].can_change |
1285 ei->change_page[j].has_action);
1289 /* add change events from custom element configuration */
1290 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1292 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1294 for (j = 0; j < ei->num_change_pages; j++)
1296 if (!ei->change_page[j].can_change_or_has_action)
1299 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1301 /* only add event page for the first page found with this event */
1302 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1304 ei->has_change_event[k] = TRUE;
1306 ei->event_page_nr[k] = j;
1307 ei->event_page[k] = &ei->change_page[j];
1313 /* ---------- initialize run-time trigger player and element ------------- */
1315 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1317 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1319 for (j = 0; j < ei->num_change_pages; j++)
1321 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1322 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1326 /* ---------- initialize trigger events ---------------------------------- */
1328 /* initialize trigger events information */
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1330 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1331 trigger_events[i][j] = FALSE;
1333 /* add trigger events from element change event properties */
1334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1336 struct ElementInfo *ei = &element_info[i];
1338 for (j = 0; j < ei->num_change_pages; j++)
1340 if (!ei->change_page[j].can_change_or_has_action)
1343 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1345 int trigger_element = ei->change_page[j].trigger_element;
1347 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1349 if (ei->change_page[j].has_event[k])
1351 if (IS_GROUP_ELEMENT(trigger_element))
1353 struct ElementGroupInfo *group =
1354 element_info[trigger_element].group;
1356 for (l = 0; l < group->num_elements_resolved; l++)
1357 trigger_events[group->element_resolved[l]][k] = TRUE;
1360 trigger_events[trigger_element][k] = TRUE;
1367 /* ---------- initialize push delay -------------------------------------- */
1369 /* initialize push delay values to default */
1370 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1372 if (!IS_CUSTOM_ELEMENT(i))
1374 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1375 element_info[i].push_delay_random = game.default_push_delay_random;
1379 /* set push delay value for certain elements from pre-defined list */
1380 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1382 int e = push_delay_list[i].element;
1384 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1385 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1388 /* set push delay value for Supaplex elements for newer engine versions */
1389 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1391 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1393 if (IS_SP_ELEMENT(i))
1395 /* set SP push delay to just enough to push under a falling zonk */
1396 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1398 element_info[i].push_delay_fixed = delay;
1399 element_info[i].push_delay_random = 0;
1404 /* ---------- initialize move stepsize ----------------------------------- */
1406 /* initialize move stepsize values to default */
1407 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1408 if (!IS_CUSTOM_ELEMENT(i))
1409 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1411 /* set move stepsize value for certain elements from pre-defined list */
1412 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1414 int e = move_stepsize_list[i].element;
1416 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1419 /* ---------- initialize collect score ----------------------------------- */
1421 /* initialize collect score values for custom elements from initial value */
1422 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1423 if (IS_CUSTOM_ELEMENT(i))
1424 element_info[i].collect_score = element_info[i].collect_score_initial;
1426 /* ---------- initialize collect count ----------------------------------- */
1428 /* initialize collect count values for non-custom elements */
1429 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1430 if (!IS_CUSTOM_ELEMENT(i))
1431 element_info[i].collect_count_initial = 0;
1433 /* add collect count values for all elements from pre-defined list */
1434 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1435 element_info[collect_count_list[i].element].collect_count_initial =
1436 collect_count_list[i].count;
1438 /* ---------- initialize access direction -------------------------------- */
1440 /* initialize access direction values to default (access from every side) */
1441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1442 if (!IS_CUSTOM_ELEMENT(i))
1443 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1445 /* set access direction value for certain elements from pre-defined list */
1446 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1447 element_info[access_direction_list[i].element].access_direction =
1448 access_direction_list[i].direction;
1453 =============================================================================
1455 -----------------------------------------------------------------------------
1456 initialize and start new game
1457 =============================================================================
1462 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1463 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1464 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1469 /* don't play tapes over network */
1470 network_playing = (options.network && !tape.playing);
1472 for (i = 0; i < MAX_PLAYERS; i++)
1474 struct PlayerInfo *player = &stored_player[i];
1476 player->index_nr = i;
1477 player->index_bit = (1 << i);
1478 player->element_nr = EL_PLAYER_1 + i;
1480 player->present = FALSE;
1481 player->active = FALSE;
1484 player->effective_action = 0;
1485 player->programmed_action = 0;
1488 player->gems_still_needed = level.gems_needed;
1489 player->sokobanfields_still_needed = 0;
1490 player->lights_still_needed = 0;
1491 player->friends_still_needed = 0;
1493 for (j = 0; j < MAX_NUM_KEYS; j++)
1494 player->key[j] = FALSE;
1496 player->dynabomb_count = 0;
1497 player->dynabomb_size = 1;
1498 player->dynabombs_left = 0;
1499 player->dynabomb_xl = FALSE;
1501 player->MovDir = MV_NO_MOVING;
1504 player->GfxDir = MV_NO_MOVING;
1505 player->GfxAction = ACTION_DEFAULT;
1507 player->StepFrame = 0;
1509 player->use_murphy_graphic = FALSE;
1511 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1512 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1514 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1516 player->actual_frame_counter = 0;
1518 player->step_counter = 0;
1520 player->last_move_dir = MV_NO_MOVING;
1522 player->is_waiting = FALSE;
1523 player->is_moving = FALSE;
1524 player->is_auto_moving = FALSE;
1525 player->is_digging = FALSE;
1526 player->is_snapping = FALSE;
1527 player->is_collecting = FALSE;
1528 player->is_pushing = FALSE;
1529 player->is_switching = FALSE;
1530 player->is_dropping = FALSE;
1532 player->is_bored = FALSE;
1533 player->is_sleeping = FALSE;
1535 player->frame_counter_bored = -1;
1536 player->frame_counter_sleeping = -1;
1538 player->anim_delay_counter = 0;
1539 player->post_delay_counter = 0;
1541 player->action_waiting = ACTION_DEFAULT;
1542 player->last_action_waiting = ACTION_DEFAULT;
1543 player->special_action_bored = ACTION_DEFAULT;
1544 player->special_action_sleeping = ACTION_DEFAULT;
1546 player->num_special_action_bored = 0;
1547 player->num_special_action_sleeping = 0;
1549 /* determine number of special actions for bored and sleeping animation */
1550 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1552 boolean found = FALSE;
1554 for (k = 0; k < NUM_DIRECTIONS; k++)
1555 if (el_act_dir2img(player->element_nr, j, k) !=
1556 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1560 player->num_special_action_bored++;
1564 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1566 boolean found = FALSE;
1568 for (k = 0; k < NUM_DIRECTIONS; k++)
1569 if (el_act_dir2img(player->element_nr, j, k) !=
1570 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1574 player->num_special_action_sleeping++;
1579 player->switch_x = -1;
1580 player->switch_y = -1;
1582 player->drop_x = -1;
1583 player->drop_y = -1;
1585 player->show_envelope = 0;
1587 player->move_delay = game.initial_move_delay;
1588 player->move_delay_value = game.initial_move_delay_value;
1590 player->move_delay_value_next = -1;
1592 player->move_delay_reset_counter = 0;
1594 player->push_delay = -1; /* initialized when pushing starts */
1595 player->push_delay_value = game.initial_push_delay_value;
1597 player->drop_delay = 0;
1599 player->last_jx = player->last_jy = 0;
1600 player->jx = player->jy = 0;
1602 player->shield_normal_time_left = 0;
1603 player->shield_deadly_time_left = 0;
1605 player->inventory_infinite_element = EL_UNDEFINED;
1606 player->inventory_size = 0;
1608 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1609 SnapField(player, 0, 0);
1611 player->LevelSolved = FALSE;
1612 player->GameOver = FALSE;
1615 network_player_action_received = FALSE;
1617 #if defined(NETWORK_AVALIABLE)
1618 /* initial null action */
1619 if (network_playing)
1620 SendToServer_MovePlayer(MV_NO_MOVING);
1629 TimeLeft = level.time;
1632 ScreenMovDir = MV_NO_MOVING;
1636 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1638 AllPlayersGone = FALSE;
1640 game.yamyam_content_nr = 0;
1641 game.magic_wall_active = FALSE;
1642 game.magic_wall_time_left = 0;
1643 game.light_time_left = 0;
1644 game.timegate_time_left = 0;
1645 game.switchgate_pos = 0;
1646 game.balloon_dir = MV_NO_MOVING;
1647 game.gravity = level.initial_gravity;
1648 game.explosions_delayed = TRUE;
1650 game.envelope_active = FALSE;
1652 for (i = 0; i < NUM_BELTS; i++)
1654 game.belt_dir[i] = MV_NO_MOVING;
1655 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1658 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1659 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1661 for (x = 0; x < lev_fieldx; x++)
1663 for (y = 0; y < lev_fieldy; y++)
1665 Feld[x][y] = level.field[x][y];
1666 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1667 ChangeDelay[x][y] = 0;
1668 ChangePage[x][y] = -1;
1669 #if USE_NEW_COLLECT_COUNT
1670 Count[x][y] = 0; /* initialized in InitField() */
1672 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1674 WasJustMoving[x][y] = 0;
1675 WasJustFalling[x][y] = 0;
1676 CheckCollision[x][y] = 0;
1678 Pushed[x][y] = FALSE;
1680 Changed[x][y] = FALSE;
1681 ChangeEvent[x][y] = -1;
1683 ExplodePhase[x][y] = 0;
1684 ExplodeDelay[x][y] = 0;
1685 ExplodeField[x][y] = EX_TYPE_NONE;
1687 RunnerVisit[x][y] = 0;
1688 PlayerVisit[x][y] = 0;
1691 GfxRandom[x][y] = INIT_GFX_RANDOM();
1692 GfxElement[x][y] = EL_UNDEFINED;
1693 GfxAction[x][y] = ACTION_DEFAULT;
1694 GfxDir[x][y] = MV_NO_MOVING;
1698 for (y = 0; y < lev_fieldy; y++)
1700 for (x = 0; x < lev_fieldx; x++)
1702 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1704 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1706 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1709 InitField(x, y, TRUE);
1715 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1716 emulate_sb ? EMU_SOKOBAN :
1717 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1719 #if USE_NEW_ALL_SLIPPERY
1720 /* initialize type of slippery elements */
1721 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1723 if (!IS_CUSTOM_ELEMENT(i))
1725 /* default: elements slip down either to the left or right randomly */
1726 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1728 /* SP style elements prefer to slip down on the left side */
1729 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1730 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1732 /* BD style elements prefer to slip down on the left side */
1733 if (game.emulation == EMU_BOULDERDASH)
1734 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1739 /* initialize explosion and ignition delay */
1740 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1742 if (!IS_CUSTOM_ELEMENT(i))
1745 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1746 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1747 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1748 int last_phase = (num_phase + 1) * delay;
1749 int half_phase = (num_phase / 2) * delay;
1751 element_info[i].explosion_delay = last_phase - 1;
1752 element_info[i].ignition_delay = half_phase;
1754 if (i == EL_BLACK_ORB)
1755 element_info[i].ignition_delay = 1;
1759 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1760 element_info[i].explosion_delay = 1;
1762 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1763 element_info[i].ignition_delay = 1;
1767 /* correct non-moving belts to start moving left */
1768 for (i = 0; i < NUM_BELTS; i++)
1769 if (game.belt_dir[i] == MV_NO_MOVING)
1770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1772 /* check if any connected player was not found in playfield */
1773 for (i = 0; i < MAX_PLAYERS; i++)
1775 struct PlayerInfo *player = &stored_player[i];
1777 if (player->connected && !player->present)
1779 for (j = 0; j < MAX_PLAYERS; j++)
1781 struct PlayerInfo *some_player = &stored_player[j];
1782 int jx = some_player->jx, jy = some_player->jy;
1784 /* assign first free player found that is present in the playfield */
1785 if (some_player->present && !some_player->connected)
1787 player->present = TRUE;
1788 player->active = TRUE;
1790 some_player->present = FALSE;
1791 some_player->active = FALSE;
1794 player->element_nr = some_player->element_nr;
1797 player->block_last_field = some_player->block_last_field;
1798 player->block_delay_adjustment = some_player->block_delay_adjustment;
1800 StorePlayer[jx][jy] = player->element_nr;
1801 player->jx = player->last_jx = jx;
1802 player->jy = player->last_jy = jy;
1812 /* when playing a tape, eliminate all players which do not participate */
1814 for (i = 0; i < MAX_PLAYERS; i++)
1816 if (stored_player[i].active && !tape.player_participates[i])
1818 struct PlayerInfo *player = &stored_player[i];
1819 int jx = player->jx, jy = player->jy;
1821 player->active = FALSE;
1822 StorePlayer[jx][jy] = 0;
1823 Feld[jx][jy] = EL_EMPTY;
1827 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1829 /* when in single player mode, eliminate all but the first active player */
1831 for (i = 0; i < MAX_PLAYERS; i++)
1833 if (stored_player[i].active)
1835 for (j = i + 1; j < MAX_PLAYERS; j++)
1837 if (stored_player[j].active)
1839 struct PlayerInfo *player = &stored_player[j];
1840 int jx = player->jx, jy = player->jy;
1842 player->active = FALSE;
1843 player->present = FALSE;
1845 StorePlayer[jx][jy] = 0;
1846 Feld[jx][jy] = EL_EMPTY;
1853 /* when recording the game, store which players take part in the game */
1856 for (i = 0; i < MAX_PLAYERS; i++)
1857 if (stored_player[i].active)
1858 tape.player_participates[i] = TRUE;
1863 for (i = 0; i < MAX_PLAYERS; i++)
1865 struct PlayerInfo *player = &stored_player[i];
1867 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1872 if (local_player == player)
1873 printf("Player %d is local player.\n", i+1);
1877 if (BorderElement == EL_EMPTY)
1880 SBX_Right = lev_fieldx - SCR_FIELDX;
1882 SBY_Lower = lev_fieldy - SCR_FIELDY;
1887 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1889 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1892 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1893 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1895 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1896 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1898 /* if local player not found, look for custom element that might create
1899 the player (make some assumptions about the right custom element) */
1900 if (!local_player->present)
1902 int start_x = 0, start_y = 0;
1903 int found_rating = 0;
1904 int found_element = EL_UNDEFINED;
1906 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1908 int element = Feld[x][y];
1913 if (!IS_CUSTOM_ELEMENT(element))
1916 if (CAN_CHANGE(element))
1918 for (i = 0; i < element_info[element].num_change_pages; i++)
1920 content = element_info[element].change_page[i].target_element;
1921 is_player = ELEM_IS_PLAYER(content);
1923 if (is_player && (found_rating < 3 || element < found_element))
1929 found_element = element;
1934 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1936 content = element_info[element].content.e[xx][yy];
1937 is_player = ELEM_IS_PLAYER(content);
1939 if (is_player && (found_rating < 2 || element < found_element))
1941 start_x = x + xx - 1;
1942 start_y = y + yy - 1;
1945 found_element = element;
1948 if (!CAN_CHANGE(element))
1951 for (i = 0; i < element_info[element].num_change_pages; i++)
1954 element_info[element].change_page[i].target_content.e[xx][yy];
1956 is_player = ELEM_IS_PLAYER(content);
1958 if (is_player && (found_rating < 1 || element < found_element))
1960 start_x = x + xx - 1;
1961 start_y = y + yy - 1;
1964 found_element = element;
1970 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1971 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1974 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1975 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1980 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1981 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1982 local_player->jx - MIDPOSX);
1984 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1985 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1986 local_player->jy - MIDPOSY);
1989 if (!game.restart_level)
1990 CloseDoor(DOOR_CLOSE_1);
1992 /* !!! FIX THIS (START) !!! */
1993 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1995 InitGameEngine_EM();
2002 /* after drawing the level, correct some elements */
2003 if (game.timegate_time_left == 0)
2004 CloseAllOpenTimegates();
2006 if (setup.soft_scrolling)
2007 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2009 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2012 /* !!! FIX THIS (END) !!! */
2014 if (!game.restart_level)
2016 /* copy default game door content to main double buffer */
2017 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2018 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2021 DrawGameDoorValues();
2023 if (!game.restart_level)
2027 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2028 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2029 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2033 /* copy actual game door content to door double buffer for OpenDoor() */
2034 BlitBitmap(drawto, bitmap_db_door,
2035 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2037 OpenDoor(DOOR_OPEN_ALL);
2039 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2041 if (setup.sound_music)
2044 KeyboardAutoRepeatOffUnlessAutoplay();
2048 for (i = 0; i < MAX_PLAYERS; i++)
2049 printf("Player %d %sactive.\n",
2050 i + 1, (stored_player[i].active ? "" : "not "));
2054 game.restart_level = FALSE;
2057 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2059 /* this is used for non-R'n'D game engines to update certain engine values */
2061 /* needed to determine if sounds are played within the visible screen area */
2062 scroll_x = actual_scroll_x;
2063 scroll_y = actual_scroll_y;
2066 void InitMovDir(int x, int y)
2068 int i, element = Feld[x][y];
2069 static int xy[4][2] =
2076 static int direction[3][4] =
2078 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2079 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2080 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2089 Feld[x][y] = EL_BUG;
2090 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2093 case EL_SPACESHIP_RIGHT:
2094 case EL_SPACESHIP_UP:
2095 case EL_SPACESHIP_LEFT:
2096 case EL_SPACESHIP_DOWN:
2097 Feld[x][y] = EL_SPACESHIP;
2098 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2101 case EL_BD_BUTTERFLY_RIGHT:
2102 case EL_BD_BUTTERFLY_UP:
2103 case EL_BD_BUTTERFLY_LEFT:
2104 case EL_BD_BUTTERFLY_DOWN:
2105 Feld[x][y] = EL_BD_BUTTERFLY;
2106 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2109 case EL_BD_FIREFLY_RIGHT:
2110 case EL_BD_FIREFLY_UP:
2111 case EL_BD_FIREFLY_LEFT:
2112 case EL_BD_FIREFLY_DOWN:
2113 Feld[x][y] = EL_BD_FIREFLY;
2114 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2117 case EL_PACMAN_RIGHT:
2119 case EL_PACMAN_LEFT:
2120 case EL_PACMAN_DOWN:
2121 Feld[x][y] = EL_PACMAN;
2122 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2125 case EL_SP_SNIKSNAK:
2126 MovDir[x][y] = MV_UP;
2129 case EL_SP_ELECTRON:
2130 MovDir[x][y] = MV_LEFT;
2137 Feld[x][y] = EL_MOLE;
2138 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2142 if (IS_CUSTOM_ELEMENT(element))
2144 struct ElementInfo *ei = &element_info[element];
2145 int move_direction_initial = ei->move_direction_initial;
2146 int move_pattern = ei->move_pattern;
2148 if (move_direction_initial == MV_START_PREVIOUS)
2150 if (MovDir[x][y] != MV_NO_MOVING)
2153 move_direction_initial = MV_START_AUTOMATIC;
2156 if (move_direction_initial == MV_START_RANDOM)
2157 MovDir[x][y] = 1 << RND(4);
2158 else if (move_direction_initial & MV_ANY_DIRECTION)
2159 MovDir[x][y] = move_direction_initial;
2160 else if (move_pattern == MV_ALL_DIRECTIONS ||
2161 move_pattern == MV_TURNING_LEFT ||
2162 move_pattern == MV_TURNING_RIGHT ||
2163 move_pattern == MV_TURNING_LEFT_RIGHT ||
2164 move_pattern == MV_TURNING_RIGHT_LEFT ||
2165 move_pattern == MV_TURNING_RANDOM)
2166 MovDir[x][y] = 1 << RND(4);
2167 else if (move_pattern == MV_HORIZONTAL)
2168 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2169 else if (move_pattern == MV_VERTICAL)
2170 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2171 else if (move_pattern & MV_ANY_DIRECTION)
2172 MovDir[x][y] = element_info[element].move_pattern;
2173 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2174 move_pattern == MV_ALONG_RIGHT_SIDE)
2176 /* use random direction as default start direction */
2177 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2178 MovDir[x][y] = 1 << RND(4);
2180 for (i = 0; i < NUM_DIRECTIONS; i++)
2182 int x1 = x + xy[i][0];
2183 int y1 = y + xy[i][1];
2185 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2187 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2188 MovDir[x][y] = direction[0][i];
2190 MovDir[x][y] = direction[1][i];
2199 MovDir[x][y] = 1 << RND(4);
2201 if (element != EL_BUG &&
2202 element != EL_SPACESHIP &&
2203 element != EL_BD_BUTTERFLY &&
2204 element != EL_BD_FIREFLY)
2207 for (i = 0; i < NUM_DIRECTIONS; i++)
2209 int x1 = x + xy[i][0];
2210 int y1 = y + xy[i][1];
2212 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2214 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2216 MovDir[x][y] = direction[0][i];
2219 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2220 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2222 MovDir[x][y] = direction[1][i];
2231 GfxDir[x][y] = MovDir[x][y];
2234 void InitAmoebaNr(int x, int y)
2237 int group_nr = AmoebeNachbarNr(x, y);
2241 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2243 if (AmoebaCnt[i] == 0)
2251 AmoebaNr[x][y] = group_nr;
2252 AmoebaCnt[group_nr]++;
2253 AmoebaCnt2[group_nr]++;
2259 boolean raise_level = FALSE;
2261 if (local_player->MovPos)
2264 if (tape.auto_play) /* tape might already be stopped here */
2265 tape.auto_play_level_solved = TRUE;
2267 local_player->LevelSolved = FALSE;
2269 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2273 if (!tape.playing && setup.sound_loops)
2274 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2275 SND_CTRL_PLAY_LOOP);
2277 while (TimeLeft > 0)
2279 if (!tape.playing && !setup.sound_loops)
2280 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2281 if (TimeLeft > 0 && !(TimeLeft % 10))
2282 RaiseScore(level.score[SC_TIME_BONUS]);
2283 if (TimeLeft > 100 && !(TimeLeft % 10))
2288 DrawGameValue_Time(TimeLeft);
2296 if (!tape.playing && setup.sound_loops)
2297 StopSound(SND_GAME_LEVELTIME_BONUS);
2299 else if (level.time == 0) /* level without time limit */
2301 if (!tape.playing && setup.sound_loops)
2302 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2303 SND_CTRL_PLAY_LOOP);
2305 while (TimePlayed < 999)
2307 if (!tape.playing && !setup.sound_loops)
2308 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2309 if (TimePlayed < 999 && !(TimePlayed % 10))
2310 RaiseScore(level.score[SC_TIME_BONUS]);
2311 if (TimePlayed < 900 && !(TimePlayed % 10))
2316 DrawGameValue_Time(TimePlayed);
2324 if (!tape.playing && setup.sound_loops)
2325 StopSound(SND_GAME_LEVELTIME_BONUS);
2328 /* close exit door after last player */
2329 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2330 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2331 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2333 int element = Feld[ExitX][ExitY];
2335 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2336 EL_SP_EXIT_CLOSING);
2338 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2341 /* player disappears */
2342 if (ExitX >= 0 && ExitY >= 0)
2343 DrawLevelField(ExitX, ExitY);
2350 CloseDoor(DOOR_CLOSE_1);
2355 SaveTape(tape.level_nr); /* Ask to save tape */
2358 if (level_nr == leveldir_current->handicap_level)
2360 leveldir_current->handicap_level++;
2361 SaveLevelSetup_SeriesInfo();
2364 if (level_editor_test_game)
2365 local_player->score = -1; /* no highscore when playing from editor */
2366 else if (level_nr < leveldir_current->last_level)
2367 raise_level = TRUE; /* advance to next level */
2369 if ((hi_pos = NewHiScore()) >= 0)
2371 game_status = GAME_MODE_SCORES;
2372 DrawHallOfFame(hi_pos);
2381 game_status = GAME_MODE_MAIN;
2398 LoadScore(level_nr);
2400 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2401 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2404 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2406 if (local_player->score > highscore[k].Score)
2408 /* player has made it to the hall of fame */
2410 if (k < MAX_SCORE_ENTRIES - 1)
2412 int m = MAX_SCORE_ENTRIES - 1;
2415 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2416 if (!strcmp(setup.player_name, highscore[l].Name))
2418 if (m == k) /* player's new highscore overwrites his old one */
2422 for (l = m; l > k; l--)
2424 strcpy(highscore[l].Name, highscore[l - 1].Name);
2425 highscore[l].Score = highscore[l - 1].Score;
2432 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2433 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2434 highscore[k].Score = local_player->score;
2440 else if (!strncmp(setup.player_name, highscore[k].Name,
2441 MAX_PLAYER_NAME_LEN))
2442 break; /* player already there with a higher score */
2448 SaveScore(level_nr);
2453 inline static int getElementMoveStepsize(int x, int y)
2455 int element = Feld[x][y];
2456 int direction = MovDir[x][y];
2457 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2458 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2459 int horiz_move = (dx != 0);
2460 int sign = (horiz_move ? dx : dy);
2461 int step = sign * element_info[element].move_stepsize;
2463 /* special values for move stepsize for spring and things on conveyor belt */
2467 if (element == EL_SPRING)
2468 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2469 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2470 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2471 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2473 if (CAN_FALL(element) &&
2474 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2475 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2476 else if (element == EL_SPRING)
2477 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2484 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2486 if (player->GfxAction != action || player->GfxDir != dir)
2489 printf("Player frame reset! (%d => %d, %d => %d)\n",
2490 player->GfxAction, action, player->GfxDir, dir);
2493 player->GfxAction = action;
2494 player->GfxDir = dir;
2496 player->StepFrame = 0;
2500 static void ResetRandomAnimationValue(int x, int y)
2502 GfxRandom[x][y] = INIT_GFX_RANDOM();
2505 static void ResetGfxAnimation(int x, int y)
2508 GfxAction[x][y] = ACTION_DEFAULT;
2509 GfxDir[x][y] = MovDir[x][y];
2512 void InitMovingField(int x, int y, int direction)
2514 int element = Feld[x][y];
2515 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2516 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2520 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2521 ResetGfxAnimation(x, y);
2523 MovDir[x][y] = direction;
2524 GfxDir[x][y] = direction;
2525 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2526 ACTION_FALLING : ACTION_MOVING);
2528 /* this is needed for CEs with property "can move" / "not moving" */
2530 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2532 if (Feld[newx][newy] == EL_EMPTY)
2533 Feld[newx][newy] = EL_BLOCKED;
2535 MovDir[newx][newy] = MovDir[x][y];
2537 #if USE_NEW_COLLECT_COUNT
2538 Count[newx][newy] = Count[x][y];
2541 GfxFrame[newx][newy] = GfxFrame[x][y];
2542 GfxRandom[newx][newy] = GfxRandom[x][y];
2543 GfxAction[newx][newy] = GfxAction[x][y];
2544 GfxDir[newx][newy] = GfxDir[x][y];
2548 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2550 int direction = MovDir[x][y];
2551 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2552 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2558 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2560 int oldx = x, oldy = y;
2561 int direction = MovDir[x][y];
2563 if (direction == MV_LEFT)
2565 else if (direction == MV_RIGHT)
2567 else if (direction == MV_UP)
2569 else if (direction == MV_DOWN)
2572 *comes_from_x = oldx;
2573 *comes_from_y = oldy;
2576 int MovingOrBlocked2Element(int x, int y)
2578 int element = Feld[x][y];
2580 if (element == EL_BLOCKED)
2584 Blocked2Moving(x, y, &oldx, &oldy);
2585 return Feld[oldx][oldy];
2591 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2593 /* like MovingOrBlocked2Element(), but if element is moving
2594 and (x,y) is the field the moving element is just leaving,
2595 return EL_BLOCKED instead of the element value */
2596 int element = Feld[x][y];
2598 if (IS_MOVING(x, y))
2600 if (element == EL_BLOCKED)
2604 Blocked2Moving(x, y, &oldx, &oldy);
2605 return Feld[oldx][oldy];
2614 static void RemoveField(int x, int y)
2616 Feld[x][y] = EL_EMPTY;
2622 #if USE_NEW_COLLECT_COUNT
2627 ChangeDelay[x][y] = 0;
2628 ChangePage[x][y] = -1;
2629 Pushed[x][y] = FALSE;
2632 ExplodeField[x][y] = EX_TYPE_NONE;
2635 GfxElement[x][y] = EL_UNDEFINED;
2636 GfxAction[x][y] = ACTION_DEFAULT;
2637 GfxDir[x][y] = MV_NO_MOVING;
2640 void RemoveMovingField(int x, int y)
2642 int oldx = x, oldy = y, newx = x, newy = y;
2643 int element = Feld[x][y];
2644 int next_element = EL_UNDEFINED;
2646 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2649 if (IS_MOVING(x, y))
2651 Moving2Blocked(x, y, &newx, &newy);
2653 if (Feld[newx][newy] != EL_BLOCKED)
2655 /* element is moving, but target field is not free (blocked), but
2656 already occupied by something different (example: acid pool);
2657 in this case, only remove the moving field, but not the target */
2659 RemoveField(oldx, oldy);
2661 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2663 DrawLevelField(oldx, oldy);
2668 else if (element == EL_BLOCKED)
2670 Blocked2Moving(x, y, &oldx, &oldy);
2671 if (!IS_MOVING(oldx, oldy))
2675 if (element == EL_BLOCKED &&
2676 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2677 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2678 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2679 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2680 next_element = get_next_element(Feld[oldx][oldy]);
2682 RemoveField(oldx, oldy);
2683 RemoveField(newx, newy);
2685 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2687 if (next_element != EL_UNDEFINED)
2688 Feld[oldx][oldy] = next_element;
2690 DrawLevelField(oldx, oldy);
2691 DrawLevelField(newx, newy);
2694 void DrawDynamite(int x, int y)
2696 int sx = SCREENX(x), sy = SCREENY(y);
2697 int graphic = el2img(Feld[x][y]);
2700 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2703 if (IS_WALKABLE_INSIDE(Back[x][y]))
2707 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2708 else if (Store[x][y])
2709 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2711 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2713 if (Back[x][y] || Store[x][y])
2714 DrawGraphicThruMask(sx, sy, graphic, frame);
2716 DrawGraphic(sx, sy, graphic, frame);
2719 void CheckDynamite(int x, int y)
2721 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2725 if (MovDelay[x][y] != 0)
2728 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2734 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2739 void DrawRelocatePlayer(struct PlayerInfo *player)
2741 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2742 boolean no_delay = (tape.warp_forward);
2743 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2744 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2745 int jx = player->jx;
2746 int jy = player->jy;
2748 if (level.instant_relocation)
2750 int offset = (setup.scroll_delay ? 3 : 0);
2752 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2754 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2755 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2756 local_player->jx - MIDPOSX);
2758 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2759 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2760 local_player->jy - MIDPOSY);
2764 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2765 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2766 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2768 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2769 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2770 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2772 /* don't scroll over playfield boundaries */
2773 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2774 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2776 /* don't scroll over playfield boundaries */
2777 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2778 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2781 RedrawPlayfield(TRUE, 0,0,0,0);
2785 int scroll_xx = -999, scroll_yy = -999;
2787 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2789 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2792 int fx = FX, fy = FY;
2794 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2795 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2796 local_player->jx - MIDPOSX);
2798 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2799 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2800 local_player->jy - MIDPOSY);
2802 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2803 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2805 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2811 fx += dx * TILEX / 2;
2812 fy += dy * TILEY / 2;
2814 ScrollLevel(dx, dy);
2817 /* scroll in two steps of half tile size to make things smoother */
2818 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2820 Delay(wait_delay_value);
2822 /* scroll second step to align at full tile size */
2824 Delay(wait_delay_value);
2829 Delay(wait_delay_value);
2833 void RelocatePlayer(int jx, int jy, int el_player_raw)
2835 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2836 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2837 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2838 boolean no_delay = (tape.warp_forward);
2839 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2840 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2841 int old_jx = player->jx;
2842 int old_jy = player->jy;
2843 int old_element = Feld[old_jx][old_jy];
2844 int element = Feld[jx][jy];
2845 boolean player_relocated = (old_jx != jx || old_jy != jy);
2847 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2848 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2849 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2850 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2851 int leave_side_horiz = move_dir_horiz;
2852 int leave_side_vert = move_dir_vert;
2853 int enter_side = enter_side_horiz | enter_side_vert;
2854 int leave_side = leave_side_horiz | leave_side_vert;
2856 if (player->GameOver) /* do not reanimate dead player */
2859 if (!player_relocated) /* no need to relocate the player */
2862 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2864 RemoveField(jx, jy); /* temporarily remove newly placed player */
2865 DrawLevelField(jx, jy);
2868 if (player->present)
2870 while (player->MovPos)
2872 ScrollPlayer(player, SCROLL_GO_ON);
2873 ScrollScreen(NULL, SCROLL_GO_ON);
2875 AdvanceFrameAndPlayerCounters(player->index_nr);
2880 Delay(wait_delay_value);
2883 DrawPlayer(player); /* needed here only to cleanup last field */
2884 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2886 player->is_moving = FALSE;
2889 if (IS_CUSTOM_ELEMENT(old_element))
2890 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2892 player->index_bit, leave_side);
2894 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2895 player->index_bit, leave_side);
2897 Feld[jx][jy] = el_player;
2898 InitPlayerField(jx, jy, el_player, TRUE);
2900 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2902 Feld[jx][jy] = element;
2903 InitField(jx, jy, FALSE);
2906 if (player == local_player) /* only visually relocate local player */
2907 DrawRelocatePlayer(player);
2909 TestIfPlayerTouchesBadThing(jx, jy);
2910 TestIfPlayerTouchesCustomElement(jx, jy);
2912 if (IS_CUSTOM_ELEMENT(element))
2913 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2914 player->index_bit, enter_side);
2916 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2917 player->index_bit, enter_side);
2920 void Explode(int ex, int ey, int phase, int mode)
2926 /* !!! eliminate this variable !!! */
2927 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2929 if (game.explosions_delayed)
2931 ExplodeField[ex][ey] = mode;
2935 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2937 int center_element = Feld[ex][ey];
2940 /* --- This is only really needed (and now handled) in "Impact()". --- */
2941 /* do not explode moving elements that left the explode field in time */
2942 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2943 center_element == EL_EMPTY &&
2944 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2948 if (mode == EX_TYPE_NORMAL ||
2949 mode == EX_TYPE_CENTER ||
2950 mode == EX_TYPE_CROSS)
2951 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2953 /* remove things displayed in background while burning dynamite */
2954 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2957 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2959 /* put moving element to center field (and let it explode there) */
2960 center_element = MovingOrBlocked2Element(ex, ey);
2961 RemoveMovingField(ex, ey);
2962 Feld[ex][ey] = center_element;
2965 last_phase = element_info[center_element].explosion_delay + 1;
2967 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2969 int xx = x - ex + 1;
2970 int yy = y - ey + 1;
2973 if (!IN_LEV_FIELD(x, y) ||
2974 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2975 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2978 element = Feld[x][y];
2980 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2982 element = MovingOrBlocked2Element(x, y);
2984 if (!IS_EXPLOSION_PROOF(element))
2985 RemoveMovingField(x, y);
2988 /* indestructible elements can only explode in center (but not flames) */
2989 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2990 mode == EX_TYPE_BORDER)) ||
2991 element == EL_FLAMES)
2994 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2995 behaviour, for example when touching a yamyam that explodes to rocks
2996 with active deadly shield, a rock is created under the player !!! */
2997 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2999 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3000 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3001 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3003 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3006 if (IS_ACTIVE_BOMB(element))
3008 /* re-activate things under the bomb like gate or penguin */
3009 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3016 /* save walkable background elements while explosion on same tile */
3017 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3018 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3019 Back[x][y] = element;
3021 /* ignite explodable elements reached by other explosion */
3022 if (element == EL_EXPLOSION)
3023 element = Store2[x][y];
3025 if (AmoebaNr[x][y] &&
3026 (element == EL_AMOEBA_FULL ||
3027 element == EL_BD_AMOEBA ||
3028 element == EL_AMOEBA_GROWING))
3030 AmoebaCnt[AmoebaNr[x][y]]--;
3031 AmoebaCnt2[AmoebaNr[x][y]]--;
3036 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3038 switch(StorePlayer[ex][ey])
3041 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3044 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3047 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3051 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3055 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3056 Store[x][y] = EL_EMPTY;
3058 else if (center_element == EL_MOLE)
3059 Store[x][y] = EL_EMERALD_RED;
3060 else if (center_element == EL_PENGUIN)
3061 Store[x][y] = EL_EMERALD_PURPLE;
3062 else if (center_element == EL_BUG)
3063 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3064 else if (center_element == EL_BD_BUTTERFLY)
3065 Store[x][y] = EL_BD_DIAMOND;
3066 else if (center_element == EL_SP_ELECTRON)
3067 Store[x][y] = EL_SP_INFOTRON;
3068 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3069 Store[x][y] = level.amoeba_content;
3070 else if (center_element == EL_YAMYAM)
3071 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3072 else if (IS_CUSTOM_ELEMENT(center_element) &&
3073 element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3074 Store[x][y] = element_info[center_element].content.e[xx][yy];
3075 else if (element == EL_WALL_EMERALD)
3076 Store[x][y] = EL_EMERALD;
3077 else if (element == EL_WALL_DIAMOND)
3078 Store[x][y] = EL_DIAMOND;
3079 else if (element == EL_WALL_BD_DIAMOND)
3080 Store[x][y] = EL_BD_DIAMOND;
3081 else if (element == EL_WALL_EMERALD_YELLOW)
3082 Store[x][y] = EL_EMERALD_YELLOW;
3083 else if (element == EL_WALL_EMERALD_RED)
3084 Store[x][y] = EL_EMERALD_RED;
3085 else if (element == EL_WALL_EMERALD_PURPLE)
3086 Store[x][y] = EL_EMERALD_PURPLE;
3087 else if (element == EL_WALL_PEARL)
3088 Store[x][y] = EL_PEARL;
3089 else if (element == EL_WALL_CRYSTAL)
3090 Store[x][y] = EL_CRYSTAL;
3091 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3092 Store[x][y] = element_info[element].content.e[1][1];
3094 Store[x][y] = EL_EMPTY;
3096 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3097 center_element == EL_AMOEBA_TO_DIAMOND)
3098 Store2[x][y] = element;
3100 Feld[x][y] = EL_EXPLOSION;
3101 GfxElement[x][y] = center_element;
3103 ExplodePhase[x][y] = 1;
3104 ExplodeDelay[x][y] = last_phase;
3109 if (center_element == EL_YAMYAM)
3110 game.yamyam_content_nr =
3111 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3123 GfxFrame[x][y] = 0; /* restart explosion animation */
3125 last_phase = ExplodeDelay[x][y];
3127 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3131 /* activate this even in non-DEBUG version until cause for crash in
3132 getGraphicAnimationFrame() (see below) is found and eliminated */
3137 if (GfxElement[x][y] == EL_UNDEFINED)
3140 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3141 printf("Explode(): This should never happen!\n");
3144 GfxElement[x][y] = EL_EMPTY;
3148 border_element = Store2[x][y];
3149 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3150 border_element = StorePlayer[x][y];
3152 if (phase == element_info[border_element].ignition_delay ||
3153 phase == last_phase)
3155 boolean border_explosion = FALSE;
3157 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3158 !PLAYER_EXPLOSION_PROTECTED(x, y))
3160 KillPlayerUnlessExplosionProtected(x, y);
3161 border_explosion = TRUE;
3163 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3165 Feld[x][y] = Store2[x][y];
3168 border_explosion = TRUE;
3170 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3172 AmoebeUmwandeln(x, y);
3174 border_explosion = TRUE;
3177 /* if an element just explodes due to another explosion (chain-reaction),
3178 do not immediately end the new explosion when it was the last frame of
3179 the explosion (as it would be done in the following "if"-statement!) */
3180 if (border_explosion && phase == last_phase)
3184 if (phase == last_phase)
3188 element = Feld[x][y] = Store[x][y];
3189 Store[x][y] = Store2[x][y] = 0;
3190 GfxElement[x][y] = EL_UNDEFINED;
3192 /* player can escape from explosions and might therefore be still alive */
3193 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3194 element <= EL_PLAYER_IS_EXPLODING_4)
3195 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3197 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3198 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3199 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3202 /* restore probably existing indestructible background element */
3203 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3204 element = Feld[x][y] = Back[x][y];
3207 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3208 GfxDir[x][y] = MV_NO_MOVING;
3209 ChangeDelay[x][y] = 0;
3210 ChangePage[x][y] = -1;
3212 #if USE_NEW_COLLECT_COUNT
3216 InitField_WithBug2(x, y, FALSE);
3218 DrawLevelField(x, y);
3220 TestIfElementTouchesCustomElement(x, y);
3222 if (GFX_CRUMBLED(element))
3223 DrawLevelFieldCrumbledSandNeighbours(x, y);
3225 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3226 StorePlayer[x][y] = 0;
3228 if (ELEM_IS_PLAYER(element))
3229 RelocatePlayer(x, y, element);
3231 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3233 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3234 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3237 DrawLevelFieldCrumbledSand(x, y);
3239 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3241 DrawLevelElement(x, y, Back[x][y]);
3242 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3244 else if (IS_WALKABLE_UNDER(Back[x][y]))
3246 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3247 DrawLevelElementThruMask(x, y, Back[x][y]);
3249 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3250 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3254 void DynaExplode(int ex, int ey)
3257 int dynabomb_element = Feld[ex][ey];
3258 int dynabomb_size = 1;
3259 boolean dynabomb_xl = FALSE;
3260 struct PlayerInfo *player;
3261 static int xy[4][2] =
3269 if (IS_ACTIVE_BOMB(dynabomb_element))
3271 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3272 dynabomb_size = player->dynabomb_size;
3273 dynabomb_xl = player->dynabomb_xl;
3274 player->dynabombs_left++;
3277 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3279 for (i = 0; i < NUM_DIRECTIONS; i++)
3281 for (j = 1; j <= dynabomb_size; j++)
3283 int x = ex + j * xy[i][0];
3284 int y = ey + j * xy[i][1];
3287 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3290 element = Feld[x][y];
3292 /* do not restart explosions of fields with active bombs */
3293 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3296 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3298 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3299 !IS_DIGGABLE(element) && !dynabomb_xl)
3305 void Bang(int x, int y)
3307 int element = MovingOrBlocked2Element(x, y);
3309 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3311 struct PlayerInfo *player = PLAYERINFO(x, y);
3313 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3314 player->element_nr);
3321 case EL_BD_BUTTERFLY:
3324 case EL_DARK_YAMYAM:
3328 RaiseScoreElement(element);
3329 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3331 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3332 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3333 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3334 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3335 case EL_DYNABOMB_INCREASE_NUMBER:
3336 case EL_DYNABOMB_INCREASE_SIZE:
3337 case EL_DYNABOMB_INCREASE_POWER:
3342 case EL_LAMP_ACTIVE:
3343 case EL_AMOEBA_TO_DIAMOND:
3344 if (IS_PLAYER(x, y))
3345 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3347 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3350 if (element_info[element].explosion_type == EXPLODES_CROSS)
3351 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3352 else if (element_info[element].explosion_type == EXPLODES_1X1)
3353 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3355 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3359 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3362 void SplashAcid(int x, int y)
3364 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3365 (!IN_LEV_FIELD(x - 1, y - 2) ||
3366 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3367 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3369 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3370 (!IN_LEV_FIELD(x + 1, y - 2) ||
3371 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3372 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3374 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3377 static void InitBeltMovement()
3379 static int belt_base_element[4] =
3381 EL_CONVEYOR_BELT_1_LEFT,
3382 EL_CONVEYOR_BELT_2_LEFT,
3383 EL_CONVEYOR_BELT_3_LEFT,
3384 EL_CONVEYOR_BELT_4_LEFT
3386 static int belt_base_active_element[4] =
3388 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3389 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3390 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3391 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3396 /* set frame order for belt animation graphic according to belt direction */
3397 for (i = 0; i < NUM_BELTS; i++)
3401 for (j = 0; j < NUM_BELT_PARTS; j++)
3403 int element = belt_base_active_element[belt_nr] + j;
3404 int graphic = el2img(element);
3406 if (game.belt_dir[i] == MV_LEFT)
3407 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3409 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3413 for (y = 0; y < lev_fieldy; y++)
3415 for (x = 0; x < lev_fieldx; x++)
3417 int element = Feld[x][y];
3419 for (i = 0; i < NUM_BELTS; i++)
3421 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3423 int e_belt_nr = getBeltNrFromBeltElement(element);
3426 if (e_belt_nr == belt_nr)
3428 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3430 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3438 static void ToggleBeltSwitch(int x, int y)
3440 static int belt_base_element[4] =
3442 EL_CONVEYOR_BELT_1_LEFT,
3443 EL_CONVEYOR_BELT_2_LEFT,
3444 EL_CONVEYOR_BELT_3_LEFT,
3445 EL_CONVEYOR_BELT_4_LEFT
3447 static int belt_base_active_element[4] =
3449 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3450 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3451 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3452 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3454 static int belt_base_switch_element[4] =
3456 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3457 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3458 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3459 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3461 static int belt_move_dir[4] =
3469 int element = Feld[x][y];
3470 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3471 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3472 int belt_dir = belt_move_dir[belt_dir_nr];
3475 if (!IS_BELT_SWITCH(element))
3478 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3479 game.belt_dir[belt_nr] = belt_dir;
3481 if (belt_dir_nr == 3)
3484 /* set frame order for belt animation graphic according to belt direction */
3485 for (i = 0; i < NUM_BELT_PARTS; i++)
3487 int element = belt_base_active_element[belt_nr] + i;
3488 int graphic = el2img(element);
3490 if (belt_dir == MV_LEFT)
3491 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3493 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3496 for (yy = 0; yy < lev_fieldy; yy++)
3498 for (xx = 0; xx < lev_fieldx; xx++)
3500 int element = Feld[xx][yy];
3502 if (IS_BELT_SWITCH(element))
3504 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3506 if (e_belt_nr == belt_nr)
3508 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3509 DrawLevelField(xx, yy);
3512 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3514 int e_belt_nr = getBeltNrFromBeltElement(element);
3516 if (e_belt_nr == belt_nr)
3518 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3520 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3521 DrawLevelField(xx, yy);
3524 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3526 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3528 if (e_belt_nr == belt_nr)
3530 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3532 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3533 DrawLevelField(xx, yy);
3540 static void ToggleSwitchgateSwitch(int x, int y)
3544 game.switchgate_pos = !game.switchgate_pos;
3546 for (yy = 0; yy < lev_fieldy; yy++)
3548 for (xx = 0; xx < lev_fieldx; xx++)
3550 int element = Feld[xx][yy];
3552 if (element == EL_SWITCHGATE_SWITCH_UP ||
3553 element == EL_SWITCHGATE_SWITCH_DOWN)
3555 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3556 DrawLevelField(xx, yy);
3558 else if (element == EL_SWITCHGATE_OPEN ||
3559 element == EL_SWITCHGATE_OPENING)
3561 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3563 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3565 else if (element == EL_SWITCHGATE_CLOSED ||
3566 element == EL_SWITCHGATE_CLOSING)
3568 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3570 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3576 static int getInvisibleActiveFromInvisibleElement(int element)
3578 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3579 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3580 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3584 static int getInvisibleFromInvisibleActiveElement(int element)
3586 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3587 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3588 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3592 static void RedrawAllLightSwitchesAndInvisibleElements()
3596 for (y = 0; y < lev_fieldy; y++)
3598 for (x = 0; x < lev_fieldx; x++)
3600 int element = Feld[x][y];
3602 if (element == EL_LIGHT_SWITCH &&
3603 game.light_time_left > 0)
3605 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3606 DrawLevelField(x, y);
3608 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3609 game.light_time_left == 0)
3611 Feld[x][y] = EL_LIGHT_SWITCH;
3612 DrawLevelField(x, y);
3614 else if (element == EL_INVISIBLE_STEELWALL ||
3615 element == EL_INVISIBLE_WALL ||
3616 element == EL_INVISIBLE_SAND)
3618 if (game.light_time_left > 0)
3619 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3621 DrawLevelField(x, y);
3623 /* uncrumble neighbour fields, if needed */
3624 if (element == EL_INVISIBLE_SAND)
3625 DrawLevelFieldCrumbledSandNeighbours(x, y);
3627 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3628 element == EL_INVISIBLE_WALL_ACTIVE ||
3629 element == EL_INVISIBLE_SAND_ACTIVE)
3631 if (game.light_time_left == 0)
3632 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3634 DrawLevelField(x, y);
3636 /* re-crumble neighbour fields, if needed */
3637 if (element == EL_INVISIBLE_SAND)
3638 DrawLevelFieldCrumbledSandNeighbours(x, y);
3644 static void ToggleLightSwitch(int x, int y)
3646 int element = Feld[x][y];
3648 game.light_time_left =
3649 (element == EL_LIGHT_SWITCH ?
3650 level.time_light * FRAMES_PER_SECOND : 0);
3652 RedrawAllLightSwitchesAndInvisibleElements();
3655 static void ActivateTimegateSwitch(int x, int y)
3659 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3661 for (yy = 0; yy < lev_fieldy; yy++)
3663 for (xx = 0; xx < lev_fieldx; xx++)
3665 int element = Feld[xx][yy];
3667 if (element == EL_TIMEGATE_CLOSED ||
3668 element == EL_TIMEGATE_CLOSING)
3670 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3671 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3675 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3677 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3678 DrawLevelField(xx, yy);
3685 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3688 void Impact(int x, int y)
3690 boolean last_line = (y == lev_fieldy - 1);
3691 boolean object_hit = FALSE;
3692 boolean impact = (last_line || object_hit);
3693 int element = Feld[x][y];
3694 int smashed = EL_STEELWALL;
3696 if (!last_line) /* check if element below was hit */
3698 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3701 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3702 MovDir[x][y + 1] != MV_DOWN ||
3703 MovPos[x][y + 1] <= TILEY / 2));
3705 /* do not smash moving elements that left the smashed field in time */
3706 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3707 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3711 smashed = MovingOrBlocked2Element(x, y + 1);
3713 impact = (last_line || object_hit);
3716 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3718 SplashAcid(x, y + 1);
3722 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3723 /* only reset graphic animation if graphic really changes after impact */
3725 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3727 ResetGfxAnimation(x, y);
3728 DrawLevelField(x, y);
3731 if (impact && CAN_EXPLODE_IMPACT(element))
3736 else if (impact && element == EL_PEARL)
3738 ResetGfxAnimation(x, y);
3740 Feld[x][y] = EL_PEARL_BREAKING;
3741 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3744 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3746 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3751 if (impact && element == EL_AMOEBA_DROP)
3753 if (object_hit && IS_PLAYER(x, y + 1))
3754 KillPlayerUnlessEnemyProtected(x, y + 1);
3755 else if (object_hit && smashed == EL_PENGUIN)
3759 Feld[x][y] = EL_AMOEBA_GROWING;
3760 Store[x][y] = EL_AMOEBA_WET;
3762 ResetRandomAnimationValue(x, y);
3767 if (object_hit) /* check which object was hit */
3769 if (CAN_PASS_MAGIC_WALL(element) &&
3770 (smashed == EL_MAGIC_WALL ||
3771 smashed == EL_BD_MAGIC_WALL))
3774 int activated_magic_wall =
3775 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3776 EL_BD_MAGIC_WALL_ACTIVE);
3778 /* activate magic wall / mill */
3779 for (yy = 0; yy < lev_fieldy; yy++)
3780 for (xx = 0; xx < lev_fieldx; xx++)
3781 if (Feld[xx][yy] == smashed)
3782 Feld[xx][yy] = activated_magic_wall;
3784 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3785 game.magic_wall_active = TRUE;
3787 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3788 SND_MAGIC_WALL_ACTIVATING :
3789 SND_BD_MAGIC_WALL_ACTIVATING));
3792 if (IS_PLAYER(x, y + 1))
3794 if (CAN_SMASH_PLAYER(element))
3796 KillPlayerUnlessEnemyProtected(x, y + 1);
3800 else if (smashed == EL_PENGUIN)
3802 if (CAN_SMASH_PLAYER(element))
3808 else if (element == EL_BD_DIAMOND)
3810 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3816 else if (((element == EL_SP_INFOTRON ||
3817 element == EL_SP_ZONK) &&
3818 (smashed == EL_SP_SNIKSNAK ||
3819 smashed == EL_SP_ELECTRON ||
3820 smashed == EL_SP_DISK_ORANGE)) ||
3821 (element == EL_SP_INFOTRON &&
3822 smashed == EL_SP_DISK_YELLOW))
3827 else if (CAN_SMASH_EVERYTHING(element))
3829 if (IS_CLASSIC_ENEMY(smashed) ||
3830 CAN_EXPLODE_SMASHED(smashed))
3835 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3837 if (smashed == EL_LAMP ||
3838 smashed == EL_LAMP_ACTIVE)
3843 else if (smashed == EL_NUT)
3845 Feld[x][y + 1] = EL_NUT_BREAKING;
3846 PlayLevelSound(x, y, SND_NUT_BREAKING);
3847 RaiseScoreElement(EL_NUT);
3850 else if (smashed == EL_PEARL)
3852 ResetGfxAnimation(x, y);
3854 Feld[x][y + 1] = EL_PEARL_BREAKING;
3855 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3858 else if (smashed == EL_DIAMOND)
3860 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3861 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3864 else if (IS_BELT_SWITCH(smashed))
3866 ToggleBeltSwitch(x, y + 1);
3868 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3869 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3871 ToggleSwitchgateSwitch(x, y + 1);
3873 else if (smashed == EL_LIGHT_SWITCH ||
3874 smashed == EL_LIGHT_SWITCH_ACTIVE)
3876 ToggleLightSwitch(x, y + 1);
3881 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3884 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3886 CheckElementChangeBySide(x, y + 1, smashed, element,
3887 CE_SWITCHED, CH_SIDE_TOP);
3888 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3894 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3899 /* play sound of magic wall / mill */
3901 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3902 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3904 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3905 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3906 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3907 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3912 /* play sound of object that hits the ground */
3913 if (last_line || object_hit)
3914 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3917 inline static void TurnRoundExt(int x, int y)
3929 { 0, 0 }, { 0, 0 }, { 0, 0 },
3934 int left, right, back;
3938 { MV_DOWN, MV_UP, MV_RIGHT },
3939 { MV_UP, MV_DOWN, MV_LEFT },
3941 { MV_LEFT, MV_RIGHT, MV_DOWN },
3945 { MV_RIGHT, MV_LEFT, MV_UP }
3948 int element = Feld[x][y];
3949 int move_pattern = element_info[element].move_pattern;
3951 int old_move_dir = MovDir[x][y];
3952 int left_dir = turn[old_move_dir].left;
3953 int right_dir = turn[old_move_dir].right;
3954 int back_dir = turn[old_move_dir].back;
3956 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3957 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3958 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3959 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3961 int left_x = x + left_dx, left_y = y + left_dy;
3962 int right_x = x + right_dx, right_y = y + right_dy;
3963 int move_x = x + move_dx, move_y = y + move_dy;
3967 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3969 TestIfBadThingTouchesOtherBadThing(x, y);
3971 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3972 MovDir[x][y] = right_dir;
3973 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3974 MovDir[x][y] = left_dir;
3976 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3978 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3981 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3983 TestIfBadThingTouchesOtherBadThing(x, y);
3985 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3986 MovDir[x][y] = left_dir;
3987 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3988 MovDir[x][y] = right_dir;
3990 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3992 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3995 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3997 TestIfBadThingTouchesOtherBadThing(x, y);
3999 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4000 MovDir[x][y] = left_dir;
4001 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4002 MovDir[x][y] = right_dir;
4004 if (MovDir[x][y] != old_move_dir)
4007 else if (element == EL_YAMYAM)
4009 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4010 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4012 if (can_turn_left && can_turn_right)
4013 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4014 else if (can_turn_left)
4015 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4016 else if (can_turn_right)
4017 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4019 MovDir[x][y] = back_dir;
4021 MovDelay[x][y] = 16 + 16 * RND(3);
4023 else if (element == EL_DARK_YAMYAM)
4025 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4027 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4030 if (can_turn_left && can_turn_right)
4031 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4032 else if (can_turn_left)
4033 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4034 else if (can_turn_right)
4035 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4037 MovDir[x][y] = back_dir;
4039 MovDelay[x][y] = 16 + 16 * RND(3);
4041 else if (element == EL_PACMAN)
4043 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4044 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4046 if (can_turn_left && can_turn_right)
4047 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4048 else if (can_turn_left)
4049 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4050 else if (can_turn_right)
4051 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4053 MovDir[x][y] = back_dir;
4055 MovDelay[x][y] = 6 + RND(40);
4057 else if (element == EL_PIG)
4059 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4060 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4061 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4062 boolean should_turn_left, should_turn_right, should_move_on;
4064 int rnd = RND(rnd_value);
4066 should_turn_left = (can_turn_left &&
4068 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4069 y + back_dy + left_dy)));
4070 should_turn_right = (can_turn_right &&
4072 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4073 y + back_dy + right_dy)));
4074 should_move_on = (can_move_on &&
4077 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4078 y + move_dy + left_dy) ||
4079 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4080 y + move_dy + right_dy)));
4082 if (should_turn_left || should_turn_right || should_move_on)
4084 if (should_turn_left && should_turn_right && should_move_on)
4085 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4086 rnd < 2 * rnd_value / 3 ? right_dir :
4088 else if (should_turn_left && should_turn_right)
4089 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4090 else if (should_turn_left && should_move_on)
4091 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4092 else if (should_turn_right && should_move_on)
4093 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4094 else if (should_turn_left)
4095 MovDir[x][y] = left_dir;
4096 else if (should_turn_right)
4097 MovDir[x][y] = right_dir;
4098 else if (should_move_on)
4099 MovDir[x][y] = old_move_dir;
4101 else if (can_move_on && rnd > rnd_value / 8)
4102 MovDir[x][y] = old_move_dir;
4103 else if (can_turn_left && can_turn_right)
4104 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4105 else if (can_turn_left && rnd > rnd_value / 8)
4106 MovDir[x][y] = left_dir;
4107 else if (can_turn_right && rnd > rnd_value/8)
4108 MovDir[x][y] = right_dir;
4110 MovDir[x][y] = back_dir;
4112 xx = x + move_xy[MovDir[x][y]].x;
4113 yy = y + move_xy[MovDir[x][y]].y;
4115 if (!IN_LEV_FIELD(xx, yy) ||
4116 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4117 MovDir[x][y] = old_move_dir;
4121 else if (element == EL_DRAGON)
4123 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4124 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4125 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4127 int rnd = RND(rnd_value);
4129 if (can_move_on && rnd > rnd_value / 8)
4130 MovDir[x][y] = old_move_dir;
4131 else if (can_turn_left && can_turn_right)
4132 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4133 else if (can_turn_left && rnd > rnd_value / 8)
4134 MovDir[x][y] = left_dir;
4135 else if (can_turn_right && rnd > rnd_value / 8)
4136 MovDir[x][y] = right_dir;
4138 MovDir[x][y] = back_dir;
4140 xx = x + move_xy[MovDir[x][y]].x;
4141 yy = y + move_xy[MovDir[x][y]].y;
4143 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4144 MovDir[x][y] = old_move_dir;
4148 else if (element == EL_MOLE)
4150 boolean can_move_on =
4151 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4152 IS_AMOEBOID(Feld[move_x][move_y]) ||
4153 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4156 boolean can_turn_left =
4157 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4158 IS_AMOEBOID(Feld[left_x][left_y])));
4160 boolean can_turn_right =
4161 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4162 IS_AMOEBOID(Feld[right_x][right_y])));
4164 if (can_turn_left && can_turn_right)
4165 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4166 else if (can_turn_left)
4167 MovDir[x][y] = left_dir;
4169 MovDir[x][y] = right_dir;
4172 if (MovDir[x][y] != old_move_dir)
4175 else if (element == EL_BALLOON)
4177 MovDir[x][y] = game.balloon_dir;
4180 else if (element == EL_SPRING)
4182 if (MovDir[x][y] & MV_HORIZONTAL &&
4183 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4184 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4185 MovDir[x][y] = MV_NO_MOVING;
4189 else if (element == EL_ROBOT ||
4190 element == EL_SATELLITE ||
4191 element == EL_PENGUIN)
4193 int attr_x = -1, attr_y = -1;
4204 for (i = 0; i < MAX_PLAYERS; i++)
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 if (!player->active)
4213 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4221 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4222 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4223 game.engine_version < VERSION_IDENT(3,1,0,0)))
4229 if (element == EL_PENGUIN)
4232 static int xy[4][2] =
4240 for (i = 0; i < NUM_DIRECTIONS; i++)
4242 int ex = x + xy[i][0];
4243 int ey = y + xy[i][1];
4245 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4254 MovDir[x][y] = MV_NO_MOVING;
4256 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4257 else if (attr_x > x)
4258 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4260 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4261 else if (attr_y > y)
4262 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4264 if (element == EL_ROBOT)
4268 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4269 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4270 Moving2Blocked(x, y, &newx, &newy);
4272 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4273 MovDelay[x][y] = 8 + 8 * !RND(3);
4275 MovDelay[x][y] = 16;
4277 else if (element == EL_PENGUIN)
4283 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4285 boolean first_horiz = RND(2);
4286 int new_move_dir = MovDir[x][y];
4289 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4290 Moving2Blocked(x, y, &newx, &newy);
4292 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4296 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4297 Moving2Blocked(x, y, &newx, &newy);
4299 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4302 MovDir[x][y] = old_move_dir;
4306 else /* (element == EL_SATELLITE) */
4312 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4314 boolean first_horiz = RND(2);
4315 int new_move_dir = MovDir[x][y];
4318 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4319 Moving2Blocked(x, y, &newx, &newy);
4321 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4325 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4326 Moving2Blocked(x, y, &newx, &newy);
4328 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4331 MovDir[x][y] = old_move_dir;
4336 else if (move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM ||
4341 move_pattern == MV_ALL_DIRECTIONS)
4343 boolean can_turn_left =
4344 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4345 boolean can_turn_right =
4346 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4348 if (element_info[element].move_stepsize == 0) /* "not moving" */
4351 if (move_pattern == MV_TURNING_LEFT)
4352 MovDir[x][y] = left_dir;
4353 else if (move_pattern == MV_TURNING_RIGHT)
4354 MovDir[x][y] = right_dir;
4355 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4356 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4357 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4358 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4359 else if (move_pattern == MV_TURNING_RANDOM)
4360 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4361 can_turn_right && !can_turn_left ? right_dir :
4362 RND(2) ? left_dir : right_dir);
4363 else if (can_turn_left && can_turn_right)
4364 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4365 else if (can_turn_left)
4366 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4367 else if (can_turn_right)
4368 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4370 MovDir[x][y] = back_dir;
4372 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4374 else if (move_pattern == MV_HORIZONTAL ||
4375 move_pattern == MV_VERTICAL)
4377 if (move_pattern & old_move_dir)
4378 MovDir[x][y] = back_dir;
4379 else if (move_pattern == MV_HORIZONTAL)
4380 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4381 else if (move_pattern == MV_VERTICAL)
4382 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4384 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4386 else if (move_pattern & MV_ANY_DIRECTION)
4388 MovDir[x][y] = move_pattern;
4389 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4391 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4393 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4394 MovDir[x][y] = left_dir;
4395 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4396 MovDir[x][y] = right_dir;
4398 if (MovDir[x][y] != old_move_dir)
4399 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4401 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4403 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4404 MovDir[x][y] = right_dir;
4405 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4406 MovDir[x][y] = left_dir;
4408 if (MovDir[x][y] != old_move_dir)
4409 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4411 else if (move_pattern == MV_TOWARDS_PLAYER ||
4412 move_pattern == MV_AWAY_FROM_PLAYER)
4414 int attr_x = -1, attr_y = -1;
4416 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4427 for (i = 0; i < MAX_PLAYERS; i++)
4429 struct PlayerInfo *player = &stored_player[i];
4430 int jx = player->jx, jy = player->jy;
4432 if (!player->active)
4436 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4444 MovDir[x][y] = MV_NO_MOVING;
4446 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4447 else if (attr_x > x)
4448 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4450 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4451 else if (attr_y > y)
4452 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4454 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4456 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4458 boolean first_horiz = RND(2);
4459 int new_move_dir = MovDir[x][y];
4461 if (element_info[element].move_stepsize == 0) /* "not moving" */
4463 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4464 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4470 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4471 Moving2Blocked(x, y, &newx, &newy);
4473 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4477 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4478 Moving2Blocked(x, y, &newx, &newy);
4480 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4483 MovDir[x][y] = old_move_dir;
4486 else if (move_pattern == MV_WHEN_PUSHED ||
4487 move_pattern == MV_WHEN_DROPPED)
4489 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4490 MovDir[x][y] = MV_NO_MOVING;
4494 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4496 static int test_xy[7][2] =
4506 static int test_dir[7] =
4516 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4517 int move_preference = -1000000; /* start with very low preference */
4518 int new_move_dir = MV_NO_MOVING;
4519 int start_test = RND(4);
4522 for (i = 0; i < NUM_DIRECTIONS; i++)
4524 int move_dir = test_dir[start_test + i];
4525 int move_dir_preference;
4527 xx = x + test_xy[start_test + i][0];
4528 yy = y + test_xy[start_test + i][1];
4530 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4531 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4533 new_move_dir = move_dir;
4538 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4541 move_dir_preference = -1 * RunnerVisit[xx][yy];
4542 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4543 move_dir_preference = PlayerVisit[xx][yy];
4545 if (move_dir_preference > move_preference)
4547 /* prefer field that has not been visited for the longest time */
4548 move_preference = move_dir_preference;
4549 new_move_dir = move_dir;
4551 else if (move_dir_preference == move_preference &&
4552 move_dir == old_move_dir)
4554 /* prefer last direction when all directions are preferred equally */
4555 move_preference = move_dir_preference;
4556 new_move_dir = move_dir;
4560 MovDir[x][y] = new_move_dir;
4561 if (old_move_dir != new_move_dir)
4562 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4566 static void TurnRound(int x, int y)
4568 int direction = MovDir[x][y];
4572 GfxDir[x][y] = MovDir[x][y];
4574 if (direction != MovDir[x][y])
4578 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4581 static boolean JustBeingPushed(int x, int y)
4585 for (i = 0; i < MAX_PLAYERS; i++)
4587 struct PlayerInfo *player = &stored_player[i];
4589 if (player->active && player->is_pushing && player->MovPos)
4591 int next_jx = player->jx + (player->jx - player->last_jx);
4592 int next_jy = player->jy + (player->jy - player->last_jy);
4594 if (x == next_jx && y == next_jy)
4602 void StartMoving(int x, int y)
4604 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4605 int element = Feld[x][y];
4610 if (MovDelay[x][y] == 0)
4611 GfxAction[x][y] = ACTION_DEFAULT;
4613 if (CAN_FALL(element) && y < lev_fieldy - 1)
4615 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4616 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4617 if (JustBeingPushed(x, y))
4620 if (element == EL_QUICKSAND_FULL)
4622 if (IS_FREE(x, y + 1))
4624 InitMovingField(x, y, MV_DOWN);
4625 started_moving = TRUE;
4627 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4628 Store[x][y] = EL_ROCK;
4630 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4632 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4634 if (!MovDelay[x][y])
4635 MovDelay[x][y] = TILEY + 1;
4644 Feld[x][y] = EL_QUICKSAND_EMPTY;
4645 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4646 Store[x][y + 1] = Store[x][y];
4649 PlayLevelSoundAction(x, y, ACTION_FILLING);
4652 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4653 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4655 InitMovingField(x, y, MV_DOWN);
4656 started_moving = TRUE;
4658 Feld[x][y] = EL_QUICKSAND_FILLING;
4659 Store[x][y] = element;
4661 PlayLevelSoundAction(x, y, ACTION_FILLING);
4663 else if (element == EL_MAGIC_WALL_FULL)
4665 if (IS_FREE(x, y + 1))
4667 InitMovingField(x, y, MV_DOWN);
4668 started_moving = TRUE;
4670 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4671 Store[x][y] = EL_CHANGED(Store[x][y]);
4673 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4675 if (!MovDelay[x][y])
4676 MovDelay[x][y] = TILEY/4 + 1;
4685 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4686 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4687 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4691 else if (element == EL_BD_MAGIC_WALL_FULL)
4693 if (IS_FREE(x, y + 1))
4695 InitMovingField(x, y, MV_DOWN);
4696 started_moving = TRUE;
4698 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4699 Store[x][y] = EL_CHANGED2(Store[x][y]);
4701 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4703 if (!MovDelay[x][y])
4704 MovDelay[x][y] = TILEY/4 + 1;
4713 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4714 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4715 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4719 else if (CAN_PASS_MAGIC_WALL(element) &&
4720 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4721 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4723 InitMovingField(x, y, MV_DOWN);
4724 started_moving = TRUE;
4727 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4728 EL_BD_MAGIC_WALL_FILLING);
4729 Store[x][y] = element;
4731 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4733 SplashAcid(x, y + 1);
4735 InitMovingField(x, y, MV_DOWN);
4736 started_moving = TRUE;
4738 Store[x][y] = EL_ACID;
4740 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4741 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4743 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4744 CAN_FALL(element) && WasJustFalling[x][y] &&
4745 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4747 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4748 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4749 (Feld[x][y + 1] == EL_BLOCKED)))
4751 /* this is needed for a special case not covered by calling "Impact()"
4752 from "ContinueMoving()": if an element moves to a tile directly below
4753 another element which was just falling on that tile (which was empty
4754 in the previous frame), the falling element above would just stop
4755 instead of smashing the element below (in previous version, the above
4756 element was just checked for "moving" instead of "falling", resulting
4757 in incorrect smashes caused by horizontal movement of the above
4758 element; also, the case of the player being the element to smash was
4759 simply not covered here... :-/ ) */
4761 CheckCollision[x][y] = 0;
4765 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4767 if (MovDir[x][y] == MV_NO_MOVING)
4769 InitMovingField(x, y, MV_DOWN);
4770 started_moving = TRUE;
4773 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4775 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4776 MovDir[x][y] = MV_DOWN;
4778 InitMovingField(x, y, MV_DOWN);
4779 started_moving = TRUE;
4781 else if (element == EL_AMOEBA_DROP)
4783 Feld[x][y] = EL_AMOEBA_GROWING;
4784 Store[x][y] = EL_AMOEBA_WET;
4786 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4787 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4788 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4789 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4791 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4792 (IS_FREE(x - 1, y + 1) ||
4793 Feld[x - 1][y + 1] == EL_ACID));
4794 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4795 (IS_FREE(x + 1, y + 1) ||
4796 Feld[x + 1][y + 1] == EL_ACID));
4797 boolean can_fall_any = (can_fall_left || can_fall_right);
4798 boolean can_fall_both = (can_fall_left && can_fall_right);
4799 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4801 #if USE_NEW_ALL_SLIPPERY
4802 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4804 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4805 can_fall_right = FALSE;
4806 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4807 can_fall_left = FALSE;
4808 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4809 can_fall_right = FALSE;
4810 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4811 can_fall_left = FALSE;
4813 can_fall_any = (can_fall_left || can_fall_right);
4814 can_fall_both = FALSE;
4817 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4819 if (slippery_type == SLIPPERY_ONLY_LEFT)
4820 can_fall_right = FALSE;
4821 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4822 can_fall_left = FALSE;
4823 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4824 can_fall_right = FALSE;
4825 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4826 can_fall_left = FALSE;
4828 can_fall_any = (can_fall_left || can_fall_right);
4829 can_fall_both = (can_fall_left && can_fall_right);
4833 #if USE_NEW_ALL_SLIPPERY
4835 #if USE_NEW_SP_SLIPPERY
4836 /* !!! better use the same properties as for custom elements here !!! */
4837 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4838 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4840 can_fall_right = FALSE; /* slip down on left side */
4841 can_fall_both = FALSE;
4846 #if USE_NEW_ALL_SLIPPERY
4849 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4850 can_fall_right = FALSE; /* slip down on left side */
4852 can_fall_left = !(can_fall_right = RND(2));
4854 can_fall_both = FALSE;
4859 if (game.emulation == EMU_BOULDERDASH ||
4860 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4861 can_fall_right = FALSE; /* slip down on left side */
4863 can_fall_left = !(can_fall_right = RND(2));
4865 can_fall_both = FALSE;
4871 /* if not determined otherwise, prefer left side for slipping down */
4872 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4873 started_moving = TRUE;
4877 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4879 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4882 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4883 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4884 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4885 int belt_dir = game.belt_dir[belt_nr];
4887 if ((belt_dir == MV_LEFT && left_is_free) ||
4888 (belt_dir == MV_RIGHT && right_is_free))
4890 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4892 InitMovingField(x, y, belt_dir);
4893 started_moving = TRUE;
4895 Pushed[x][y] = TRUE;
4896 Pushed[nextx][y] = TRUE;
4898 GfxAction[x][y] = ACTION_DEFAULT;
4902 MovDir[x][y] = 0; /* if element was moving, stop it */
4907 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4909 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4911 if (CAN_MOVE(element) && !started_moving)
4914 int move_pattern = element_info[element].move_pattern;
4919 if (MovDir[x][y] == MV_NO_MOVING)
4921 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4922 x, y, element, element_info[element].token_name);
4923 printf("StartMoving(): This should never happen!\n");
4928 Moving2Blocked(x, y, &newx, &newy);
4930 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4933 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4934 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4936 WasJustMoving[x][y] = 0;
4937 CheckCollision[x][y] = 0;
4939 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4941 if (Feld[x][y] != element) /* element has changed */
4945 if (!MovDelay[x][y]) /* start new movement phase */
4947 /* all objects that can change their move direction after each step
4948 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4950 if (element != EL_YAMYAM &&
4951 element != EL_DARK_YAMYAM &&
4952 element != EL_PACMAN &&
4953 !(move_pattern & MV_ANY_DIRECTION) &&
4954 move_pattern != MV_TURNING_LEFT &&
4955 move_pattern != MV_TURNING_RIGHT &&
4956 move_pattern != MV_TURNING_LEFT_RIGHT &&
4957 move_pattern != MV_TURNING_RIGHT_LEFT &&
4958 move_pattern != MV_TURNING_RANDOM)
4962 if (MovDelay[x][y] && (element == EL_BUG ||
4963 element == EL_SPACESHIP ||
4964 element == EL_SP_SNIKSNAK ||
4965 element == EL_SP_ELECTRON ||
4966 element == EL_MOLE))
4967 DrawLevelField(x, y);
4971 if (MovDelay[x][y]) /* wait some time before next movement */
4975 if (element == EL_ROBOT ||
4976 element == EL_YAMYAM ||
4977 element == EL_DARK_YAMYAM)
4979 DrawLevelElementAnimationIfNeeded(x, y, element);
4980 PlayLevelSoundAction(x, y, ACTION_WAITING);
4982 else if (element == EL_SP_ELECTRON)
4983 DrawLevelElementAnimationIfNeeded(x, y, element);
4984 else if (element == EL_DRAGON)
4987 int dir = MovDir[x][y];
4988 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4989 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4990 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4991 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4992 dir == MV_UP ? IMG_FLAMES_1_UP :
4993 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4994 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4996 GfxAction[x][y] = ACTION_ATTACKING;
4998 if (IS_PLAYER(x, y))
4999 DrawPlayerField(x, y);
5001 DrawLevelField(x, y);
5003 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5005 for (i = 1; i <= 3; i++)
5007 int xx = x + i * dx;
5008 int yy = y + i * dy;
5009 int sx = SCREENX(xx);
5010 int sy = SCREENY(yy);
5011 int flame_graphic = graphic + (i - 1);
5013 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5018 int flamed = MovingOrBlocked2Element(xx, yy);
5022 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5024 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5025 RemoveMovingField(xx, yy);
5027 RemoveField(xx, yy);
5029 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5032 RemoveMovingField(xx, yy);
5035 ChangeDelay[xx][yy] = 0;
5037 Feld[xx][yy] = EL_FLAMES;
5039 if (IN_SCR_FIELD(sx, sy))
5041 DrawLevelFieldCrumbledSand(xx, yy);
5042 DrawGraphic(sx, sy, flame_graphic, frame);
5047 if (Feld[xx][yy] == EL_FLAMES)
5048 Feld[xx][yy] = EL_EMPTY;
5049 DrawLevelField(xx, yy);
5054 if (MovDelay[x][y]) /* element still has to wait some time */
5056 PlayLevelSoundAction(x, y, ACTION_WAITING);
5062 /* now make next step */
5064 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5066 if (DONT_COLLIDE_WITH(element) &&
5067 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5068 !PLAYER_ENEMY_PROTECTED(newx, newy))
5070 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
5075 else if (CAN_MOVE_INTO_ACID(element) &&
5076 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5077 (MovDir[x][y] == MV_DOWN ||
5078 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5080 SplashAcid(newx, newy);
5081 Store[x][y] = EL_ACID;
5083 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5085 if (Feld[newx][newy] == EL_EXIT_OPEN)
5088 DrawLevelField(x, y);
5090 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5091 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5092 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5094 local_player->friends_still_needed--;
5095 if (!local_player->friends_still_needed &&
5096 !local_player->GameOver && AllPlayersGone)
5097 local_player->LevelSolved = local_player->GameOver = TRUE;
5101 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5103 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5104 DrawLevelField(newx, newy);
5106 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5108 else if (!IS_FREE(newx, newy))
5110 GfxAction[x][y] = ACTION_WAITING;
5112 if (IS_PLAYER(x, y))
5113 DrawPlayerField(x, y);
5115 DrawLevelField(x, y);
5120 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5122 if (IS_FOOD_PIG(Feld[newx][newy]))
5124 if (IS_MOVING(newx, newy))
5125 RemoveMovingField(newx, newy);
5128 Feld[newx][newy] = EL_EMPTY;
5129 DrawLevelField(newx, newy);
5132 PlayLevelSound(x, y, SND_PIG_DIGGING);
5134 else if (!IS_FREE(newx, newy))
5136 if (IS_PLAYER(x, y))
5137 DrawPlayerField(x, y);
5139 DrawLevelField(x, y);
5144 else if (IS_CUSTOM_ELEMENT(element) &&
5145 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5147 int new_element = Feld[newx][newy];
5149 if (!IS_FREE(newx, newy))
5151 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5152 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5155 /* no element can dig solid indestructible elements */
5156 if (IS_INDESTRUCTIBLE(new_element) &&
5157 !IS_DIGGABLE(new_element) &&
5158 !IS_COLLECTIBLE(new_element))
5161 if (AmoebaNr[newx][newy] &&
5162 (new_element == EL_AMOEBA_FULL ||
5163 new_element == EL_BD_AMOEBA ||
5164 new_element == EL_AMOEBA_GROWING))
5166 AmoebaCnt[AmoebaNr[newx][newy]]--;
5167 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5170 if (IS_MOVING(newx, newy))
5171 RemoveMovingField(newx, newy);
5174 RemoveField(newx, newy);
5175 DrawLevelField(newx, newy);
5178 /* if digged element was about to explode, prevent the explosion */
5179 ExplodeField[newx][newy] = EX_TYPE_NONE;
5181 PlayLevelSoundAction(x, y, action);
5184 Store[newx][newy] = EL_EMPTY;
5185 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5187 int move_leave_element = element_info[element].move_leave_element;
5189 /* this makes it possible to leave the removed element again */
5190 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5191 new_element : move_leave_element);
5194 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5196 RunnerVisit[x][y] = FrameCounter;
5197 PlayerVisit[x][y] /= 8; /* expire player visit path */
5200 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5202 if (!IS_FREE(newx, newy))
5204 if (IS_PLAYER(x, y))
5205 DrawPlayerField(x, y);
5207 DrawLevelField(x, y);
5213 boolean wanna_flame = !RND(10);
5214 int dx = newx - x, dy = newy - y;
5215 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5216 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5217 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5218 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5219 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5220 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5223 IS_CLASSIC_ENEMY(element1) ||
5224 IS_CLASSIC_ENEMY(element2)) &&
5225 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5226 element1 != EL_FLAMES && element2 != EL_FLAMES)
5228 ResetGfxAnimation(x, y);
5229 GfxAction[x][y] = ACTION_ATTACKING;
5231 if (IS_PLAYER(x, y))
5232 DrawPlayerField(x, y);
5234 DrawLevelField(x, y);
5236 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5238 MovDelay[x][y] = 50;
5242 RemoveField(newx, newy);
5244 Feld[newx][newy] = EL_FLAMES;
5245 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5248 RemoveField(newx1, newy1);
5250 Feld[newx1][newy1] = EL_FLAMES;
5252 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5255 RemoveField(newx2, newy2);
5257 Feld[newx2][newy2] = EL_FLAMES;
5264 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5265 Feld[newx][newy] == EL_DIAMOND)
5267 if (IS_MOVING(newx, newy))
5268 RemoveMovingField(newx, newy);
5271 Feld[newx][newy] = EL_EMPTY;
5272 DrawLevelField(newx, newy);
5275 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5277 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5278 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5280 if (AmoebaNr[newx][newy])
5282 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5283 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5284 Feld[newx][newy] == EL_BD_AMOEBA)
5285 AmoebaCnt[AmoebaNr[newx][newy]]--;
5290 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5292 RemoveMovingField(newx, newy);
5295 if (IS_MOVING(newx, newy))
5297 RemoveMovingField(newx, newy);
5302 Feld[newx][newy] = EL_EMPTY;
5303 DrawLevelField(newx, newy);
5306 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5308 else if ((element == EL_PACMAN || element == EL_MOLE)
5309 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5311 if (AmoebaNr[newx][newy])
5313 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5314 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5315 Feld[newx][newy] == EL_BD_AMOEBA)
5316 AmoebaCnt[AmoebaNr[newx][newy]]--;
5319 if (element == EL_MOLE)
5321 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5322 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5324 ResetGfxAnimation(x, y);
5325 GfxAction[x][y] = ACTION_DIGGING;
5326 DrawLevelField(x, y);
5328 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5330 return; /* wait for shrinking amoeba */
5332 else /* element == EL_PACMAN */
5334 Feld[newx][newy] = EL_EMPTY;
5335 DrawLevelField(newx, newy);
5336 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5339 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5340 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5341 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5343 /* wait for shrinking amoeba to completely disappear */
5346 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5348 /* object was running against a wall */
5353 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5354 if (move_pattern & MV_ANY_DIRECTION &&
5355 move_pattern == MovDir[x][y])
5357 int blocking_element =
5358 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5360 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5363 element = Feld[x][y]; /* element might have changed */
5367 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5368 DrawLevelElementAnimation(x, y, element);
5370 if (DONT_TOUCH(element))
5371 TestIfBadThingTouchesPlayer(x, y);
5376 InitMovingField(x, y, MovDir[x][y]);
5378 PlayLevelSoundAction(x, y, ACTION_MOVING);
5382 ContinueMoving(x, y);
5385 void ContinueMoving(int x, int y)
5387 int element = Feld[x][y];
5388 int stored = Store[x][y];
5389 struct ElementInfo *ei = &element_info[element];
5390 int direction = MovDir[x][y];
5391 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5392 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5393 int newx = x + dx, newy = y + dy;
5394 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5395 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5396 boolean last_line = (newy == lev_fieldy - 1);
5398 MovPos[x][y] += getElementMoveStepsize(x, y);
5400 if (pushed_by_player) /* special case: moving object pushed by player */
5401 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5403 if (ABS(MovPos[x][y]) < TILEX)
5405 DrawLevelField(x, y);
5407 return; /* element is still moving */
5410 /* element reached destination field */
5412 Feld[x][y] = EL_EMPTY;
5413 Feld[newx][newy] = element;
5414 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5416 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5418 element = Feld[newx][newy] = EL_ACID;
5420 else if (element == EL_MOLE)
5422 Feld[x][y] = EL_SAND;
5424 DrawLevelFieldCrumbledSandNeighbours(x, y);
5426 else if (element == EL_QUICKSAND_FILLING)
5428 element = Feld[newx][newy] = get_next_element(element);
5429 Store[newx][newy] = Store[x][y];
5431 else if (element == EL_QUICKSAND_EMPTYING)
5433 Feld[x][y] = get_next_element(element);
5434 element = Feld[newx][newy] = Store[x][y];
5436 else if (element == EL_MAGIC_WALL_FILLING)
5438 element = Feld[newx][newy] = get_next_element(element);
5439 if (!game.magic_wall_active)
5440 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5441 Store[newx][newy] = Store[x][y];
5443 else if (element == EL_MAGIC_WALL_EMPTYING)
5445 Feld[x][y] = get_next_element(element);
5446 if (!game.magic_wall_active)
5447 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5448 element = Feld[newx][newy] = Store[x][y];
5450 #if USE_NEW_COLLECT_COUNT
5451 InitField(newx, newy, FALSE);
5454 else if (element == EL_BD_MAGIC_WALL_FILLING)
5456 element = Feld[newx][newy] = get_next_element(element);
5457 if (!game.magic_wall_active)
5458 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5459 Store[newx][newy] = Store[x][y];
5461 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5463 Feld[x][y] = get_next_element(element);
5464 if (!game.magic_wall_active)
5465 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5466 element = Feld[newx][newy] = Store[x][y];
5468 #if USE_NEW_COLLECT_COUNT
5469 InitField(newx, newy, FALSE);
5472 else if (element == EL_AMOEBA_DROPPING)
5474 Feld[x][y] = get_next_element(element);
5475 element = Feld[newx][newy] = Store[x][y];
5477 else if (element == EL_SOKOBAN_OBJECT)
5480 Feld[x][y] = Back[x][y];
5482 if (Back[newx][newy])
5483 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5485 Back[x][y] = Back[newx][newy] = 0;
5488 Store[x][y] = EL_EMPTY;
5493 MovDelay[newx][newy] = 0;
5495 if (CAN_CHANGE(element))
5497 /* copy element change control values to new field */
5498 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5499 ChangePage[newx][newy] = ChangePage[x][y];
5500 Changed[newx][newy] = Changed[x][y];
5501 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5503 #if USE_NEW_COLLECT_COUNT
5504 Count[newx][newy] = Count[x][y];
5508 ChangeDelay[x][y] = 0;
5509 ChangePage[x][y] = -1;
5510 Changed[x][y] = FALSE;
5511 ChangeEvent[x][y] = -1;
5513 #if USE_NEW_COLLECT_COUNT
5517 /* copy animation control values to new field */
5518 GfxFrame[newx][newy] = GfxFrame[x][y];
5519 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5520 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5521 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5523 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5525 /* some elements can leave other elements behind after moving */
5526 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5527 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5528 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5530 int move_leave_element = ei->move_leave_element;
5532 /* this makes it possible to leave the removed element again */
5533 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5534 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5535 move_leave_element = stored;
5537 Feld[x][y] = move_leave_element;
5539 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5540 MovDir[x][y] = direction;
5542 InitField(x, y, FALSE);
5544 if (GFX_CRUMBLED(Feld[x][y]))
5545 DrawLevelFieldCrumbledSandNeighbours(x, y);
5547 if (ELEM_IS_PLAYER(move_leave_element))
5548 RelocatePlayer(x, y, move_leave_element);
5551 /* do this after checking for left-behind element */
5552 ResetGfxAnimation(x, y); /* reset animation values for old field */
5554 if (!CAN_MOVE(element) ||
5555 (CAN_FALL(element) && direction == MV_DOWN &&
5556 (element == EL_SPRING ||
5557 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5558 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5559 GfxDir[x][y] = MovDir[newx][newy] = 0;
5561 DrawLevelField(x, y);
5562 DrawLevelField(newx, newy);
5564 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5566 /* prevent pushed element from moving on in pushed direction */
5567 if (pushed_by_player && CAN_MOVE(element) &&
5568 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5569 !(element_info[element].move_pattern & direction))
5570 TurnRound(newx, newy);
5572 /* prevent elements on conveyor belt from moving on in last direction */
5573 if (pushed_by_conveyor && CAN_FALL(element) &&
5574 direction & MV_HORIZONTAL)
5575 MovDir[newx][newy] = 0;
5577 if (!pushed_by_player)
5579 int nextx = newx + dx, nexty = newy + dy;
5580 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5582 WasJustMoving[newx][newy] = 3;
5584 if (CAN_FALL(element) && direction == MV_DOWN)
5585 WasJustFalling[newx][newy] = 3;
5587 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5588 CheckCollision[newx][newy] = 2;
5591 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5593 TestIfBadThingTouchesPlayer(newx, newy);
5594 TestIfBadThingTouchesFriend(newx, newy);
5596 if (!IS_CUSTOM_ELEMENT(element))
5597 TestIfBadThingTouchesOtherBadThing(newx, newy);
5599 else if (element == EL_PENGUIN)
5600 TestIfFriendTouchesBadThing(newx, newy);
5602 /* give the player one last chance (one more frame) to move away */
5603 if (CAN_FALL(element) && direction == MV_DOWN &&
5604 (last_line || (!IS_FREE(x, newy + 1) &&
5605 (!IS_PLAYER(x, newy + 1) ||
5606 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5609 if (pushed_by_player && !game.use_change_when_pushing_bug)
5611 int dig_side = MV_DIR_OPPOSITE(direction);
5612 struct PlayerInfo *player = PLAYERINFO(x, y);
5614 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5615 player->index_bit, dig_side);
5616 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5617 player->index_bit, dig_side);
5620 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5622 TestIfElementHitsCustomElement(newx, newy, direction);
5623 TestIfPlayerTouchesCustomElement(newx, newy);
5624 TestIfElementTouchesCustomElement(newx, newy);
5627 int AmoebeNachbarNr(int ax, int ay)
5630 int element = Feld[ax][ay];
5632 static int xy[4][2] =
5640 for (i = 0; i < NUM_DIRECTIONS; i++)
5642 int x = ax + xy[i][0];
5643 int y = ay + xy[i][1];
5645 if (!IN_LEV_FIELD(x, y))
5648 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5649 group_nr = AmoebaNr[x][y];
5655 void AmoebenVereinigen(int ax, int ay)
5657 int i, x, y, xx, yy;
5658 int new_group_nr = AmoebaNr[ax][ay];
5659 static int xy[4][2] =
5667 if (new_group_nr == 0)
5670 for (i = 0; i < NUM_DIRECTIONS; i++)
5675 if (!IN_LEV_FIELD(x, y))
5678 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5679 Feld[x][y] == EL_BD_AMOEBA ||
5680 Feld[x][y] == EL_AMOEBA_DEAD) &&
5681 AmoebaNr[x][y] != new_group_nr)
5683 int old_group_nr = AmoebaNr[x][y];
5685 if (old_group_nr == 0)
5688 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5689 AmoebaCnt[old_group_nr] = 0;
5690 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5691 AmoebaCnt2[old_group_nr] = 0;
5693 for (yy = 0; yy < lev_fieldy; yy++)
5695 for (xx = 0; xx < lev_fieldx; xx++)
5697 if (AmoebaNr[xx][yy] == old_group_nr)
5698 AmoebaNr[xx][yy] = new_group_nr;
5705 void AmoebeUmwandeln(int ax, int ay)
5709 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5711 int group_nr = AmoebaNr[ax][ay];
5716 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5717 printf("AmoebeUmwandeln(): This should never happen!\n");
5722 for (y = 0; y < lev_fieldy; y++)
5724 for (x = 0; x < lev_fieldx; x++)
5726 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5729 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5733 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5734 SND_AMOEBA_TURNING_TO_GEM :
5735 SND_AMOEBA_TURNING_TO_ROCK));
5740 static int xy[4][2] =
5748 for (i = 0; i < NUM_DIRECTIONS; i++)
5753 if (!IN_LEV_FIELD(x, y))
5756 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5758 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5759 SND_AMOEBA_TURNING_TO_GEM :
5760 SND_AMOEBA_TURNING_TO_ROCK));
5767 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5770 int group_nr = AmoebaNr[ax][ay];
5771 boolean done = FALSE;
5776 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5777 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5782 for (y = 0; y < lev_fieldy; y++)
5784 for (x = 0; x < lev_fieldx; x++)
5786 if (AmoebaNr[x][y] == group_nr &&
5787 (Feld[x][y] == EL_AMOEBA_DEAD ||
5788 Feld[x][y] == EL_BD_AMOEBA ||
5789 Feld[x][y] == EL_AMOEBA_GROWING))
5792 Feld[x][y] = new_element;
5793 InitField(x, y, FALSE);
5794 DrawLevelField(x, y);
5801 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5802 SND_BD_AMOEBA_TURNING_TO_ROCK :
5803 SND_BD_AMOEBA_TURNING_TO_GEM));
5806 void AmoebeWaechst(int x, int y)
5808 static unsigned long sound_delay = 0;
5809 static unsigned long sound_delay_value = 0;
5811 if (!MovDelay[x][y]) /* start new growing cycle */
5815 if (DelayReached(&sound_delay, sound_delay_value))
5817 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5818 sound_delay_value = 30;
5822 if (MovDelay[x][y]) /* wait some time before growing bigger */
5825 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5827 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5828 6 - MovDelay[x][y]);
5830 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5833 if (!MovDelay[x][y])
5835 Feld[x][y] = Store[x][y];
5837 DrawLevelField(x, y);
5842 void AmoebaDisappearing(int x, int y)
5844 static unsigned long sound_delay = 0;
5845 static unsigned long sound_delay_value = 0;
5847 if (!MovDelay[x][y]) /* start new shrinking cycle */
5851 if (DelayReached(&sound_delay, sound_delay_value))
5852 sound_delay_value = 30;
5855 if (MovDelay[x][y]) /* wait some time before shrinking */
5858 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5860 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5861 6 - MovDelay[x][y]);
5863 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5866 if (!MovDelay[x][y])
5868 Feld[x][y] = EL_EMPTY;
5869 DrawLevelField(x, y);
5871 /* don't let mole enter this field in this cycle;
5872 (give priority to objects falling to this field from above) */
5878 void AmoebeAbleger(int ax, int ay)
5881 int element = Feld[ax][ay];
5882 int graphic = el2img(element);
5883 int newax = ax, neway = ay;
5884 static int xy[4][2] =
5892 if (!level.amoeba_speed)
5894 Feld[ax][ay] = EL_AMOEBA_DEAD;
5895 DrawLevelField(ax, ay);
5899 if (IS_ANIMATED(graphic))
5900 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5902 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5903 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5905 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5908 if (MovDelay[ax][ay])
5912 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5915 int x = ax + xy[start][0];
5916 int y = ay + xy[start][1];
5918 if (!IN_LEV_FIELD(x, y))
5921 if (IS_FREE(x, y) ||
5922 CAN_GROW_INTO(Feld[x][y]) ||
5923 Feld[x][y] == EL_QUICKSAND_EMPTY)
5929 if (newax == ax && neway == ay)
5932 else /* normal or "filled" (BD style) amoeba */
5935 boolean waiting_for_player = FALSE;
5937 for (i = 0; i < NUM_DIRECTIONS; i++)
5939 int j = (start + i) % 4;
5940 int x = ax + xy[j][0];
5941 int y = ay + xy[j][1];
5943 if (!IN_LEV_FIELD(x, y))
5946 if (IS_FREE(x, y) ||
5947 CAN_GROW_INTO(Feld[x][y]) ||
5948 Feld[x][y] == EL_QUICKSAND_EMPTY)
5954 else if (IS_PLAYER(x, y))
5955 waiting_for_player = TRUE;
5958 if (newax == ax && neway == ay) /* amoeba cannot grow */
5960 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5962 Feld[ax][ay] = EL_AMOEBA_DEAD;
5963 DrawLevelField(ax, ay);
5964 AmoebaCnt[AmoebaNr[ax][ay]]--;
5966 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5968 if (element == EL_AMOEBA_FULL)
5969 AmoebeUmwandeln(ax, ay);
5970 else if (element == EL_BD_AMOEBA)
5971 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5976 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5978 /* amoeba gets larger by growing in some direction */
5980 int new_group_nr = AmoebaNr[ax][ay];
5983 if (new_group_nr == 0)
5985 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5986 printf("AmoebeAbleger(): This should never happen!\n");
5991 AmoebaNr[newax][neway] = new_group_nr;
5992 AmoebaCnt[new_group_nr]++;
5993 AmoebaCnt2[new_group_nr]++;
5995 /* if amoeba touches other amoeba(s) after growing, unify them */
5996 AmoebenVereinigen(newax, neway);
5998 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6000 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6006 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6007 (neway == lev_fieldy - 1 && newax != ax))
6009 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6010 Store[newax][neway] = element;
6012 else if (neway == ay)
6014 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6016 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6020 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6021 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6022 Store[ax][ay] = EL_AMOEBA_DROP;
6023 ContinueMoving(ax, ay);
6027 DrawLevelField(newax, neway);
6030 void Life(int ax, int ay)
6033 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6035 int element = Feld[ax][ay];
6036 int graphic = el2img(element);
6037 boolean changed = FALSE;
6039 if (IS_ANIMATED(graphic))
6040 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6045 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6046 MovDelay[ax][ay] = life_time;
6048 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6051 if (MovDelay[ax][ay])
6055 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6057 int xx = ax+x1, yy = ay+y1;
6060 if (!IN_LEV_FIELD(xx, yy))
6063 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6065 int x = xx+x2, y = yy+y2;
6067 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6070 if (((Feld[x][y] == element ||
6071 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6073 (IS_FREE(x, y) && Stop[x][y]))
6077 if (xx == ax && yy == ay) /* field in the middle */
6079 if (nachbarn < life[0] || nachbarn > life[1])
6081 Feld[xx][yy] = EL_EMPTY;
6083 DrawLevelField(xx, yy);
6084 Stop[xx][yy] = TRUE;
6088 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6089 { /* free border field */
6090 if (nachbarn >= life[2] && nachbarn <= life[3])
6092 Feld[xx][yy] = element;
6093 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6095 DrawLevelField(xx, yy);
6096 Stop[xx][yy] = TRUE;
6103 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6104 SND_GAME_OF_LIFE_GROWING);
6107 static void InitRobotWheel(int x, int y)
6109 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6112 static void RunRobotWheel(int x, int y)
6114 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6117 static void StopRobotWheel(int x, int y)
6119 if (ZX == x && ZY == y)
6123 static void InitTimegateWheel(int x, int y)
6125 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6128 static void RunTimegateWheel(int x, int y)
6130 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6133 void CheckExit(int x, int y)
6135 if (local_player->gems_still_needed > 0 ||
6136 local_player->sokobanfields_still_needed > 0 ||
6137 local_player->lights_still_needed > 0)
6139 int element = Feld[x][y];
6140 int graphic = el2img(element);
6142 if (IS_ANIMATED(graphic))
6143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6148 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6151 Feld[x][y] = EL_EXIT_OPENING;
6153 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6156 void CheckExitSP(int x, int y)
6158 if (local_player->gems_still_needed > 0)
6160 int element = Feld[x][y];
6161 int graphic = el2img(element);
6163 if (IS_ANIMATED(graphic))
6164 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6169 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6172 Feld[x][y] = EL_SP_EXIT_OPENING;
6174 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6177 static void CloseAllOpenTimegates()
6181 for (y = 0; y < lev_fieldy; y++)
6183 for (x = 0; x < lev_fieldx; x++)
6185 int element = Feld[x][y];
6187 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6189 Feld[x][y] = EL_TIMEGATE_CLOSING;
6191 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6197 void EdelsteinFunkeln(int x, int y)
6199 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6202 if (Feld[x][y] == EL_BD_DIAMOND)
6205 if (MovDelay[x][y] == 0) /* next animation frame */
6206 MovDelay[x][y] = 11 * !SimpleRND(500);
6208 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6212 if (setup.direct_draw && MovDelay[x][y])
6213 SetDrawtoField(DRAW_BUFFERED);
6215 DrawLevelElementAnimation(x, y, Feld[x][y]);
6217 if (MovDelay[x][y] != 0)
6219 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6220 10 - MovDelay[x][y]);
6222 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6224 if (setup.direct_draw)
6228 dest_x = FX + SCREENX(x) * TILEX;
6229 dest_y = FY + SCREENY(y) * TILEY;
6231 BlitBitmap(drawto_field, window,
6232 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6233 SetDrawtoField(DRAW_DIRECT);
6239 void MauerWaechst(int x, int y)
6243 if (!MovDelay[x][y]) /* next animation frame */
6244 MovDelay[x][y] = 3 * delay;
6246 if (MovDelay[x][y]) /* wait some time before next frame */
6250 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6252 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6253 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6255 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6258 if (!MovDelay[x][y])
6260 if (MovDir[x][y] == MV_LEFT)
6262 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6263 DrawLevelField(x - 1, y);
6265 else if (MovDir[x][y] == MV_RIGHT)
6267 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6268 DrawLevelField(x + 1, y);
6270 else if (MovDir[x][y] == MV_UP)
6272 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6273 DrawLevelField(x, y - 1);
6277 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6278 DrawLevelField(x, y + 1);
6281 Feld[x][y] = Store[x][y];
6283 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6284 DrawLevelField(x, y);
6289 void MauerAbleger(int ax, int ay)
6291 int element = Feld[ax][ay];
6292 int graphic = el2img(element);
6293 boolean oben_frei = FALSE, unten_frei = FALSE;
6294 boolean links_frei = FALSE, rechts_frei = FALSE;
6295 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6296 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6297 boolean new_wall = FALSE;
6299 if (IS_ANIMATED(graphic))
6300 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6302 if (!MovDelay[ax][ay]) /* start building new wall */
6303 MovDelay[ax][ay] = 6;
6305 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6308 if (MovDelay[ax][ay])
6312 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6314 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6316 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6318 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6321 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6322 element == EL_EXPANDABLE_WALL_ANY)
6326 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6327 Store[ax][ay-1] = element;
6328 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6329 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6330 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6331 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6336 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6337 Store[ax][ay+1] = element;
6338 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6339 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6340 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6341 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6346 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6347 element == EL_EXPANDABLE_WALL_ANY ||
6348 element == EL_EXPANDABLE_WALL)
6352 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6353 Store[ax-1][ay] = element;
6354 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6355 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6356 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6357 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6363 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6364 Store[ax+1][ay] = element;
6365 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6366 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6367 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6368 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6373 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6374 DrawLevelField(ax, ay);
6376 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6378 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6379 unten_massiv = TRUE;
6380 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6381 links_massiv = TRUE;
6382 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6383 rechts_massiv = TRUE;
6385 if (((oben_massiv && unten_massiv) ||
6386 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6387 element == EL_EXPANDABLE_WALL) &&
6388 ((links_massiv && rechts_massiv) ||
6389 element == EL_EXPANDABLE_WALL_VERTICAL))
6390 Feld[ax][ay] = EL_WALL;
6393 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6396 void CheckForDragon(int x, int y)
6399 boolean dragon_found = FALSE;
6400 static int xy[4][2] =
6408 for (i = 0; i < NUM_DIRECTIONS; i++)
6410 for (j = 0; j < 4; j++)
6412 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6414 if (IN_LEV_FIELD(xx, yy) &&
6415 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6417 if (Feld[xx][yy] == EL_DRAGON)
6418 dragon_found = TRUE;
6427 for (i = 0; i < NUM_DIRECTIONS; i++)
6429 for (j = 0; j < 3; j++)
6431 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6433 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6435 Feld[xx][yy] = EL_EMPTY;
6436 DrawLevelField(xx, yy);
6445 static void InitBuggyBase(int x, int y)
6447 int element = Feld[x][y];
6448 int activating_delay = FRAMES_PER_SECOND / 4;
6451 (element == EL_SP_BUGGY_BASE ?
6452 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6453 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6455 element == EL_SP_BUGGY_BASE_ACTIVE ?
6456 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6459 static void WarnBuggyBase(int x, int y)
6462 static int xy[4][2] =
6470 for (i = 0; i < NUM_DIRECTIONS; i++)
6472 int xx = x + xy[i][0], yy = y + xy[i][1];
6474 if (IS_PLAYER(xx, yy))
6476 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6483 static void InitTrap(int x, int y)
6485 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6488 static void ActivateTrap(int x, int y)
6490 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6493 static void ChangeActiveTrap(int x, int y)
6495 int graphic = IMG_TRAP_ACTIVE;
6497 /* if new animation frame was drawn, correct crumbled sand border */
6498 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6499 DrawLevelFieldCrumbledSand(x, y);
6502 static int getSpecialActionElement(int element, int number, int base_element)
6504 return (element != EL_EMPTY ? element :
6505 number != -1 ? base_element + number - 1 :
6509 static int getModifiedActionNumber(int value_old, int operator, int operand,
6510 int value_min, int value_max)
6512 int value_new = (operator == CA_MODE_SET ? operand :
6513 operator == CA_MODE_ADD ? value_old + operand :
6514 operator == CA_MODE_SUBTRACT ? value_old - operand :
6515 operator == CA_MODE_MULTIPLY ? value_old * operand :
6516 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6517 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
6520 return (value_new < value_min ? value_min :
6521 value_new > value_max ? value_max :
6525 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6527 struct ElementInfo *ei = &element_info[element];
6528 struct ElementChangeInfo *change = &ei->change_page[page];
6529 int action_type = change->action_type;
6530 int action_mode = change->action_mode;
6531 int action_arg = change->action_arg;
6534 if (!change->has_action)
6537 /* ---------- determine action paramater values ---------- */
6539 int action_arg_element =
6540 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6541 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6542 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6545 int action_arg_number_min =
6546 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6549 int action_arg_number_max =
6550 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6551 action_type == CA_SET_GEMS ? 999 :
6552 action_type == CA_SET_TIME ? 9999 :
6553 action_type == CA_SET_SCORE ? 99999 :
6554 action_type == CA_SET_CE_SCORE ? 9999 :
6555 action_type == CA_SET_CE_COUNT ? 9999 :
6558 int action_arg_number_reset =
6559 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6560 action_type == CA_SET_GEMS ? level.gems_needed :
6561 action_type == CA_SET_TIME ? level.time :
6562 action_type == CA_SET_SCORE ? 0 :
6563 action_type == CA_SET_CE_SCORE ? 0 :
6564 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6567 int action_arg_number_normal =
6568 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6569 action_arg_number_reset);
6571 int action_arg_number =
6572 (action_arg <= CA_ARG_MAX ? action_arg :
6573 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6574 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6575 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6576 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6577 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6578 #if USE_NEW_COLLECT_COUNT
6579 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6581 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6583 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6586 int action_arg_number_old =
6587 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6588 action_type == CA_SET_TIME ? TimeLeft :
6589 action_type == CA_SET_SCORE ? local_player->score :
6590 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6591 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6594 int action_arg_number_new =
6595 getModifiedActionNumber(action_arg_number_old,
6596 action_mode, action_arg_number,
6597 action_arg_number_min, action_arg_number_max);
6599 /* (for explicit player choice, set invalid value to "no player") */
6600 int action_arg_player_bits =
6601 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6602 action_arg >= CA_ARG_PLAYER_1 &&
6603 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6604 action_arg >= CA_ARG_1 &&
6605 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6606 action_arg_element >= EL_PLAYER_1 &&
6607 action_arg_element <= EL_PLAYER_4 ?
6608 (1 << (action_arg_element - EL_PLAYER_1)) :
6611 /* (for implicit player choice, set invalid value to "all players") */
6612 int trigger_player_bits =
6613 (change->actual_trigger_player >= EL_PLAYER_1 &&
6614 change->actual_trigger_player <= EL_PLAYER_4 ?
6615 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6618 /* ---------- execute action ---------- */
6627 case CA_EXIT_PLAYER:
6629 for (i = 0; i < MAX_PLAYERS; i++)
6630 if (action_arg_player_bits & (1 << i))
6631 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6636 case CA_KILL_PLAYER:
6638 for (i = 0; i < MAX_PLAYERS; i++)
6639 if (action_arg_player_bits & (1 << i))
6640 KillPlayer(&stored_player[i]);
6645 case CA_RESTART_LEVEL:
6647 game.restart_level = TRUE;
6652 case CA_SHOW_ENVELOPE:
6654 int element = getSpecialActionElement(action_arg_element,
6655 action_arg_number, EL_ENVELOPE_1);
6657 if (IS_ENVELOPE(element))
6658 local_player->show_envelope = element;
6665 int element = getSpecialActionElement(action_arg_element,
6666 action_arg_number, EL_KEY_1);
6668 if (IS_KEY(element))
6670 for (i = 0; i < MAX_PLAYERS; i++)
6672 if (trigger_player_bits & (1 << i))
6674 stored_player[i].key[KEY_NR(element)] = TRUE;
6676 DrawGameValue_Keys(stored_player[i].key);
6678 redraw_mask |= REDRAW_DOOR_1;
6688 int element = getSpecialActionElement(action_arg_element,
6689 action_arg_number, EL_KEY_1);
6691 if (IS_KEY(element))
6693 for (i = 0; i < MAX_PLAYERS; i++)
6695 if (trigger_player_bits & (1 << i))
6697 stored_player[i].key[KEY_NR(element)] = FALSE;
6699 DrawGameValue_Keys(stored_player[i].key);
6701 redraw_mask |= REDRAW_DOOR_1;
6709 case CA_SET_PLAYER_SPEED:
6711 for (i = 0; i < MAX_PLAYERS; i++)
6713 if (trigger_player_bits & (1 << i))
6715 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6717 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6719 /* translate "+" and "-" to "*" and "/" with powers of two */
6720 action_arg_number = 1 << action_arg_number;
6721 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6726 getModifiedActionNumber(move_stepsize,
6729 action_arg_number_min,
6730 action_arg_number_max);
6732 /* make sure that value is power of 2 */
6733 move_stepsize = (1 << log_2(move_stepsize));
6735 /* do no immediately change -- the player might just be moving */
6736 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6739 printf("::: move_delay_value == %d [%d]\n",
6740 stored_player[i].move_delay_value_next, action_arg_number);
6750 local_player->gems_still_needed = action_arg_number_new;
6752 DrawGameValue_Emeralds(local_player->gems_still_needed);
6759 if (level.time > 0) /* only modify limited time value */
6761 TimeLeft = action_arg_number_new;
6763 DrawGameValue_Time(TimeLeft);
6765 if (!TimeLeft && setup.time_limit)
6766 for (i = 0; i < MAX_PLAYERS; i++)
6767 KillPlayer(&stored_player[i]);
6775 local_player->score = action_arg_number_new;
6777 DrawGameValue_Score(local_player->score);
6782 case CA_SET_CE_SCORE:
6784 ei->collect_score = action_arg_number_new;
6789 case CA_SET_CE_COUNT:
6791 #if USE_NEW_COLLECT_COUNT
6792 int count_last = Count[x][y];
6794 Count[x][y] = action_arg_number_new;
6797 printf("::: Count == %d\n", Count[x][y]);
6800 if (Count[x][y] == 0 && count_last > 0)
6803 printf("::: CE_COUNT_AT_ZERO\n");
6806 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6807 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6814 case CA_SET_DYNABOMB_NUMBER:
6816 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6821 case CA_SET_DYNABOMB_SIZE:
6823 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6828 case CA_SET_DYNABOMB_POWER:
6830 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6835 case CA_TOGGLE_PLAYER_GRAVITY:
6837 game.gravity = !game.gravity;
6842 case CA_ENABLE_PLAYER_GRAVITY:
6844 game.gravity = TRUE;
6849 case CA_DISABLE_PLAYER_GRAVITY:
6851 game.gravity = FALSE;
6861 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6862 int x, int y, int target_element)
6864 int previous_move_direction = MovDir[x][y];
6865 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6866 IS_WALKABLE(Feld[x][y]));
6868 /* check if element under player changes from accessible to unaccessible
6869 (needed for special case of dropping element which then changes) */
6870 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6871 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6879 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6880 RemoveMovingField(x, y);
6884 Feld[x][y] = target_element;
6886 ResetGfxAnimation(x, y);
6887 ResetRandomAnimationValue(x, y);
6889 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6890 MovDir[x][y] = previous_move_direction;
6892 InitField_WithBug1(x, y, FALSE);
6894 DrawLevelField(x, y);
6896 if (GFX_CRUMBLED(Feld[x][y]))
6897 DrawLevelFieldCrumbledSandNeighbours(x, y);
6900 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6901 if (ELEM_IS_PLAYER(target_element))
6902 RelocatePlayer(x, y, target_element);
6905 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6907 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6910 TestIfBadThingTouchesPlayer(x, y);
6911 TestIfPlayerTouchesCustomElement(x, y);
6912 TestIfElementTouchesCustomElement(x, y);
6915 static boolean ChangeElementNow(int x, int y, int element, int page)
6917 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6919 int old_element = Feld[x][y];
6921 /* always use default change event to prevent running into a loop */
6922 if (ChangeEvent[x][y] == -1)
6923 ChangeEvent[x][y] = CE_DELAY;
6925 if (ChangeEvent[x][y] == CE_DELAY)
6927 /* reset actual trigger element, trigger player and action element */
6928 change->actual_trigger_element = EL_EMPTY;
6929 change->actual_trigger_player = EL_PLAYER_1;
6933 /* do not change any elements that have already changed in this frame */
6937 /* do not change already changed elements with same change event */
6938 if (Changed[x][y] & ChangeEvent[x][y])
6943 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6945 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6948 if (change->explode)
6955 if (change->use_target_content)
6957 boolean complete_replace = TRUE;
6958 boolean can_replace[3][3];
6961 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6964 boolean is_walkable;
6965 boolean is_diggable;
6966 boolean is_collectible;
6967 boolean is_removable;
6968 boolean is_destructible;
6969 int ex = x + xx - 1;
6970 int ey = y + yy - 1;
6971 int content_element = change->target_content.e[xx][yy];
6974 can_replace[xx][yy] = TRUE;
6976 if (ex == x && ey == y) /* do not check changing element itself */
6979 if (content_element == EL_EMPTY_SPACE)
6981 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6986 if (!IN_LEV_FIELD(ex, ey))
6988 can_replace[xx][yy] = FALSE;
6989 complete_replace = FALSE;
6996 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6997 e = MovingOrBlocked2Element(ex, ey);
6999 is_empty = (IS_FREE(ex, ey) ||
7000 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7002 is_walkable = (is_empty || IS_WALKABLE(e));
7003 is_diggable = (is_empty || IS_DIGGABLE(e));
7004 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7005 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7006 is_removable = (is_diggable || is_collectible);
7008 can_replace[xx][yy] =
7009 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7010 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7011 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7012 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7013 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7014 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7015 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7017 if (!can_replace[xx][yy])
7018 complete_replace = FALSE;
7021 if (!change->only_if_complete || complete_replace)
7023 boolean something_has_changed = FALSE;
7025 if (change->only_if_complete && change->use_random_replace &&
7026 RND(100) < change->random_percentage)
7029 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7031 int ex = x + xx - 1;
7032 int ey = y + yy - 1;
7033 int content_element;
7035 if (can_replace[xx][yy] && (!change->use_random_replace ||
7036 RND(100) < change->random_percentage))
7038 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7039 RemoveMovingField(ex, ey);
7041 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7043 content_element = change->target_content.e[xx][yy];
7044 target_element = GET_TARGET_ELEMENT(content_element, change);
7046 ChangeElementNowExt(change, ex, ey, target_element);
7048 something_has_changed = TRUE;
7050 /* for symmetry reasons, freeze newly created border elements */
7051 if (ex != x || ey != y)
7052 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7056 if (something_has_changed)
7058 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7059 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7065 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7067 ChangeElementNowExt(change, x, y, target_element);
7069 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7070 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7073 /* this uses direct change before indirect change */
7074 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7079 #if USE_NEW_DELAYED_ACTION
7081 static void ChangeElement(int x, int y, int page)
7083 int element = MovingOrBlocked2Element(x, y);
7084 struct ElementInfo *ei = &element_info[element];
7085 struct ElementChangeInfo *change = &ei->change_page[page];
7088 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
7089 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
7092 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7093 x, y, element, element_info[element].token_name);
7094 printf("ChangeElement(): This should never happen!\n");
7099 /* this can happen with classic bombs on walkable, changing elements */
7100 if (!CAN_CHANGE_OR_HAS_ACTION(element))
7103 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7104 ChangeDelay[x][y] = 0;
7110 if (ChangeDelay[x][y] == 0) /* initialize element change */
7112 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7114 if (change->can_change)
7116 ResetGfxAnimation(x, y);
7117 ResetRandomAnimationValue(x, y);
7119 if (change->pre_change_function)
7120 change->pre_change_function(x, y);
7124 ChangeDelay[x][y]--;
7126 if (ChangeDelay[x][y] != 0) /* continue element change */
7128 if (change->can_change)
7130 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7132 if (IS_ANIMATED(graphic))
7133 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7135 if (change->change_function)
7136 change->change_function(x, y);
7139 else /* finish element change */
7141 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7143 page = ChangePage[x][y];
7144 ChangePage[x][y] = -1;
7146 change = &ei->change_page[page];
7149 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7151 ChangeDelay[x][y] = 1; /* try change after next move step */
7152 ChangePage[x][y] = page; /* remember page to use for change */
7157 if (change->can_change)
7159 if (ChangeElementNow(x, y, element, page))
7161 if (change->post_change_function)
7162 change->post_change_function(x, y);
7166 if (change->has_action)
7167 ExecuteCustomElementAction(x, y, element, page);
7173 static void ChangeElement(int x, int y, int page)
7175 int element = MovingOrBlocked2Element(x, y);
7176 struct ElementInfo *ei = &element_info[element];
7177 struct ElementChangeInfo *change = &ei->change_page[page];
7180 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7183 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7184 x, y, element, element_info[element].token_name);
7185 printf("ChangeElement(): This should never happen!\n");
7190 /* this can happen with classic bombs on walkable, changing elements */
7191 if (!CAN_CHANGE(element))
7194 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7195 ChangeDelay[x][y] = 0;
7201 if (ChangeDelay[x][y] == 0) /* initialize element change */
7203 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7205 ResetGfxAnimation(x, y);
7206 ResetRandomAnimationValue(x, y);
7208 if (change->pre_change_function)
7209 change->pre_change_function(x, y);
7212 ChangeDelay[x][y]--;
7214 if (ChangeDelay[x][y] != 0) /* continue element change */
7216 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7218 if (IS_ANIMATED(graphic))
7219 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7221 if (change->change_function)
7222 change->change_function(x, y);
7224 else /* finish element change */
7226 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7228 page = ChangePage[x][y];
7229 ChangePage[x][y] = -1;
7231 change = &ei->change_page[page];
7234 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7236 ChangeDelay[x][y] = 1; /* try change after next move step */
7237 ChangePage[x][y] = page; /* remember page to use for change */
7242 if (ChangeElementNow(x, y, element, page))
7244 if (change->post_change_function)
7245 change->post_change_function(x, y);
7252 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7258 boolean change_done_any = FALSE;
7259 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7262 if (!(trigger_events[trigger_element][trigger_event]))
7265 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7267 int element = EL_CUSTOM_START + i;
7268 boolean change_done = FALSE;
7271 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7272 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7275 for (p = 0; p < element_info[element].num_change_pages; p++)
7277 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7279 if (change->can_change_or_has_action &&
7280 change->has_event[trigger_event] &&
7281 change->trigger_side & trigger_side &&
7282 change->trigger_player & trigger_player &&
7283 change->trigger_page & trigger_page_bits &&
7284 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7286 change->actual_trigger_element = trigger_element;
7287 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7289 if ((change->can_change && !change_done) || change->has_action)
7293 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7295 if (Feld[x][y] == element)
7297 if (change->can_change && !change_done)
7299 ChangeDelay[x][y] = 1;
7300 ChangeEvent[x][y] = trigger_event;
7301 ChangeElement(x, y, p);
7303 #if USE_NEW_DELAYED_ACTION
7304 else if (change->has_action)
7306 ExecuteCustomElementAction(x, y, element, p);
7307 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7310 if (change->has_action)
7312 ExecuteCustomElementAction(x, y, element, p);
7313 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7319 if (change->can_change)
7322 change_done_any = TRUE;
7329 return change_done_any;
7332 static boolean CheckElementChangeExt(int x, int y,
7334 int trigger_element,
7339 boolean change_done = FALSE;
7342 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7343 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7346 if (Feld[x][y] == EL_BLOCKED)
7348 Blocked2Moving(x, y, &x, &y);
7349 element = Feld[x][y];
7352 if (Feld[x][y] != element) /* check if element has already changed */
7355 for (p = 0; p < element_info[element].num_change_pages; p++)
7357 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7359 boolean check_trigger_element =
7360 (trigger_event == CE_TOUCHING_X ||
7361 trigger_event == CE_HITTING_X ||
7362 trigger_event == CE_HIT_BY_X);
7364 if (change->can_change_or_has_action &&
7365 change->has_event[trigger_event] &&
7366 change->trigger_side & trigger_side &&
7367 change->trigger_player & trigger_player &&
7368 (!check_trigger_element ||
7369 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7371 change->actual_trigger_element = trigger_element;
7372 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7374 if (change->can_change && !change_done)
7376 ChangeDelay[x][y] = 1;
7377 ChangeEvent[x][y] = trigger_event;
7378 ChangeElement(x, y, p);
7382 #if USE_NEW_DELAYED_ACTION
7383 else if (change->has_action)
7385 ExecuteCustomElementAction(x, y, element, p);
7386 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7389 if (change->has_action)
7391 ExecuteCustomElementAction(x, y, element, p);
7392 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7401 static void PlayPlayerSound(struct PlayerInfo *player)
7403 int jx = player->jx, jy = player->jy;
7404 int element = player->element_nr;
7405 int last_action = player->last_action_waiting;
7406 int action = player->action_waiting;
7408 if (player->is_waiting)
7410 if (action != last_action)
7411 PlayLevelSoundElementAction(jx, jy, element, action);
7413 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7417 if (action != last_action)
7418 StopSound(element_info[element].sound[last_action]);
7420 if (last_action == ACTION_SLEEPING)
7421 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7425 static void PlayAllPlayersSound()
7429 for (i = 0; i < MAX_PLAYERS; i++)
7430 if (stored_player[i].active)
7431 PlayPlayerSound(&stored_player[i]);
7434 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7436 boolean last_waiting = player->is_waiting;
7437 int move_dir = player->MovDir;
7439 player->last_action_waiting = player->action_waiting;
7443 if (!last_waiting) /* not waiting -> waiting */
7445 player->is_waiting = TRUE;
7447 player->frame_counter_bored =
7449 game.player_boring_delay_fixed +
7450 SimpleRND(game.player_boring_delay_random);
7451 player->frame_counter_sleeping =
7453 game.player_sleeping_delay_fixed +
7454 SimpleRND(game.player_sleeping_delay_random);
7456 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7459 if (game.player_sleeping_delay_fixed +
7460 game.player_sleeping_delay_random > 0 &&
7461 player->anim_delay_counter == 0 &&
7462 player->post_delay_counter == 0 &&
7463 FrameCounter >= player->frame_counter_sleeping)
7464 player->is_sleeping = TRUE;
7465 else if (game.player_boring_delay_fixed +
7466 game.player_boring_delay_random > 0 &&
7467 FrameCounter >= player->frame_counter_bored)
7468 player->is_bored = TRUE;
7470 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7471 player->is_bored ? ACTION_BORING :
7474 if (player->is_sleeping)
7476 if (player->num_special_action_sleeping > 0)
7478 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7480 int last_special_action = player->special_action_sleeping;
7481 int num_special_action = player->num_special_action_sleeping;
7482 int special_action =
7483 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7484 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7485 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7486 last_special_action + 1 : ACTION_SLEEPING);
7487 int special_graphic =
7488 el_act_dir2img(player->element_nr, special_action, move_dir);
7490 player->anim_delay_counter =
7491 graphic_info[special_graphic].anim_delay_fixed +
7492 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7493 player->post_delay_counter =
7494 graphic_info[special_graphic].post_delay_fixed +
7495 SimpleRND(graphic_info[special_graphic].post_delay_random);
7497 player->special_action_sleeping = special_action;
7500 if (player->anim_delay_counter > 0)
7502 player->action_waiting = player->special_action_sleeping;
7503 player->anim_delay_counter--;
7505 else if (player->post_delay_counter > 0)
7507 player->post_delay_counter--;
7511 else if (player->is_bored)
7513 if (player->num_special_action_bored > 0)
7515 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7517 int special_action =
7518 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7519 int special_graphic =
7520 el_act_dir2img(player->element_nr, special_action, move_dir);
7522 player->anim_delay_counter =
7523 graphic_info[special_graphic].anim_delay_fixed +
7524 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7525 player->post_delay_counter =
7526 graphic_info[special_graphic].post_delay_fixed +
7527 SimpleRND(graphic_info[special_graphic].post_delay_random);
7529 player->special_action_bored = special_action;
7532 if (player->anim_delay_counter > 0)
7534 player->action_waiting = player->special_action_bored;
7535 player->anim_delay_counter--;
7537 else if (player->post_delay_counter > 0)
7539 player->post_delay_counter--;
7544 else if (last_waiting) /* waiting -> not waiting */
7546 player->is_waiting = FALSE;
7547 player->is_bored = FALSE;
7548 player->is_sleeping = FALSE;
7550 player->frame_counter_bored = -1;
7551 player->frame_counter_sleeping = -1;
7553 player->anim_delay_counter = 0;
7554 player->post_delay_counter = 0;
7556 player->action_waiting = ACTION_DEFAULT;
7558 player->special_action_bored = ACTION_DEFAULT;
7559 player->special_action_sleeping = ACTION_DEFAULT;
7563 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7565 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7566 int left = player_action & JOY_LEFT;
7567 int right = player_action & JOY_RIGHT;
7568 int up = player_action & JOY_UP;
7569 int down = player_action & JOY_DOWN;
7570 int button1 = player_action & JOY_BUTTON_1;
7571 int button2 = player_action & JOY_BUTTON_2;
7572 int dx = (left ? -1 : right ? 1 : 0);
7573 int dy = (up ? -1 : down ? 1 : 0);
7575 if (!player->active || tape.pausing)
7581 snapped = SnapField(player, dx, dy);
7585 dropped = DropElement(player);
7587 moved = MovePlayer(player, dx, dy);
7590 if (tape.single_step && tape.recording && !tape.pausing)
7592 if (button1 || (dropped && !moved))
7594 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7595 SnapField(player, 0, 0); /* stop snapping */
7599 SetPlayerWaiting(player, FALSE);
7601 return player_action;
7605 /* no actions for this player (no input at player's configured device) */
7607 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7608 SnapField(player, 0, 0);
7609 CheckGravityMovementWhenNotMoving(player);
7611 if (player->MovPos == 0)
7612 SetPlayerWaiting(player, TRUE);
7614 if (player->MovPos == 0) /* needed for tape.playing */
7615 player->is_moving = FALSE;
7617 player->is_dropping = FALSE;
7623 void AdvanceFrameAndPlayerCounters(int player_nr)
7627 /* advance frame counters (global frame counter and time frame counter) */
7631 /* advance player counters (counters for move delay, move animation etc.) */
7632 for (i = 0; i < MAX_PLAYERS; i++)
7634 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7635 int move_delay_value = stored_player[i].move_delay_value;
7636 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7638 if (!advance_player_counters) /* not all players may be affected */
7641 #if USE_NEW_PLAYER_ANIM
7642 if (move_frames == 0) /* less than one move per game frame */
7644 int stepsize = TILEX / move_delay_value;
7645 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7646 int count = (stored_player[i].is_moving ?
7647 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7649 if (count % delay == 0)
7654 stored_player[i].Frame += move_frames;
7656 if (stored_player[i].MovPos != 0)
7657 stored_player[i].StepFrame += move_frames;
7659 if (stored_player[i].move_delay > 0)
7660 stored_player[i].move_delay--;
7662 /* due to bugs in previous versions, counter must count up, not down */
7663 if (stored_player[i].push_delay != -1)
7664 stored_player[i].push_delay++;
7666 if (stored_player[i].drop_delay > 0)
7667 stored_player[i].drop_delay--;
7673 static unsigned long game_frame_delay = 0;
7674 unsigned long game_frame_delay_value;
7675 int magic_wall_x = 0, magic_wall_y = 0;
7676 int i, x, y, element, graphic;
7677 byte *recorded_player_action;
7678 byte summarized_player_action = 0;
7679 byte tape_action[MAX_PLAYERS];
7681 if (game_status != GAME_MODE_PLAYING)
7684 game_frame_delay_value =
7685 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7687 if (tape.playing && tape.warp_forward && !tape.pausing)
7688 game_frame_delay_value = 0;
7690 /* ---------- main game synchronization point ---------- */
7692 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7694 if (network_playing && !network_player_action_received)
7696 /* try to get network player actions in time */
7698 #if defined(NETWORK_AVALIABLE)
7699 /* last chance to get network player actions without main loop delay */
7703 /* game was quit by network peer */
7704 if (game_status != GAME_MODE_PLAYING)
7707 if (!network_player_action_received)
7708 return; /* failed to get network player actions in time */
7714 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7717 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7718 if (recorded_player_action == NULL && tape.pausing)
7722 for (i = 0; i < MAX_PLAYERS; i++)
7724 summarized_player_action |= stored_player[i].action;
7726 if (!network_playing)
7727 stored_player[i].effective_action = stored_player[i].action;
7730 #if defined(NETWORK_AVALIABLE)
7731 if (network_playing)
7732 SendToServer_MovePlayer(summarized_player_action);
7735 if (!options.network && !setup.team_mode)
7736 local_player->effective_action = summarized_player_action;
7738 if (recorded_player_action != NULL)
7739 for (i = 0; i < MAX_PLAYERS; i++)
7740 stored_player[i].effective_action = recorded_player_action[i];
7742 for (i = 0; i < MAX_PLAYERS; i++)
7744 tape_action[i] = stored_player[i].effective_action;
7746 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7747 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7750 /* only save actions from input devices, but not programmed actions */
7752 TapeRecordAction(tape_action);
7754 for (i = 0; i < MAX_PLAYERS; i++)
7756 int actual_player_action = stored_player[i].effective_action;
7759 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7760 - rnd_equinox_tetrachloride 048
7761 - rnd_equinox_tetrachloride_ii 096
7762 - rnd_emanuel_schmieg 002
7763 - doctor_sloan_ww 001, 020
7765 if (stored_player[i].MovPos == 0)
7766 CheckGravityMovement(&stored_player[i]);
7769 /* overwrite programmed action with tape action */
7770 if (stored_player[i].programmed_action)
7771 actual_player_action = stored_player[i].programmed_action;
7774 PlayerActions(&stored_player[i], actual_player_action);
7776 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7778 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7779 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7782 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7785 network_player_action_received = FALSE;
7787 ScrollScreen(NULL, SCROLL_GO_ON);
7789 /* for backwards compatibility, the following code emulates a fixed bug that
7790 occured when pushing elements (causing elements that just made their last
7791 pushing step to already (if possible) make their first falling step in the
7792 same game frame, which is bad); this code is also needed to use the famous
7793 "spring push bug" which is used in older levels and might be wanted to be
7794 used also in newer levels, but in this case the buggy pushing code is only
7795 affecting the "spring" element and no other elements */
7797 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7799 for (i = 0; i < MAX_PLAYERS; i++)
7801 struct PlayerInfo *player = &stored_player[i];
7805 if (player->active && player->is_pushing && player->is_moving &&
7807 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7808 Feld[x][y] == EL_SPRING))
7810 ContinueMoving(x, y);
7812 /* continue moving after pushing (this is actually a bug) */
7813 if (!IS_MOVING(x, y))
7821 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7823 Changed[x][y] = FALSE;
7824 ChangeEvent[x][y] = -1;
7826 /* this must be handled before main playfield loop */
7827 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7830 if (MovDelay[x][y] <= 0)
7835 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7837 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7838 printf("GameActions(): This should never happen!\n");
7840 ChangePage[x][y] = -1;
7845 if (WasJustMoving[x][y] > 0)
7846 WasJustMoving[x][y]--;
7847 if (WasJustFalling[x][y] > 0)
7848 WasJustFalling[x][y]--;
7849 if (CheckCollision[x][y] > 0)
7850 CheckCollision[x][y]--;
7854 /* reset finished pushing action (not done in ContinueMoving() to allow
7855 continous pushing animation for elements with zero push delay) */
7856 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7858 ResetGfxAnimation(x, y);
7859 DrawLevelField(x, y);
7863 if (IS_BLOCKED(x, y))
7867 Blocked2Moving(x, y, &oldx, &oldy);
7868 if (!IS_MOVING(oldx, oldy))
7870 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7871 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7872 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7873 printf("GameActions(): This should never happen!\n");
7879 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7881 element = Feld[x][y];
7882 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7884 if (graphic_info[graphic].anim_global_sync)
7885 GfxFrame[x][y] = FrameCounter;
7887 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7888 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7889 ResetRandomAnimationValue(x, y);
7891 SetRandomAnimationValue(x, y);
7893 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7895 if (IS_INACTIVE(element))
7897 if (IS_ANIMATED(graphic))
7898 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7903 /* this may take place after moving, so 'element' may have changed */
7904 if (IS_CHANGING(x, y) &&
7905 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7907 int page = element_info[element].event_page_nr[CE_DELAY];
7909 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7913 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7917 ChangeElement(x, y, page);
7919 if (CAN_CHANGE(element))
7920 ChangeElement(x, y, page);
7922 if (HAS_ACTION(element))
7923 ExecuteCustomElementAction(x, y, element, page);
7928 element = Feld[x][y];
7929 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7932 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7936 element = Feld[x][y];
7937 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7939 if (IS_ANIMATED(graphic) &&
7942 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7944 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7945 EdelsteinFunkeln(x, y);
7947 else if ((element == EL_ACID ||
7948 element == EL_EXIT_OPEN ||
7949 element == EL_SP_EXIT_OPEN ||
7950 element == EL_SP_TERMINAL ||
7951 element == EL_SP_TERMINAL_ACTIVE ||
7952 element == EL_EXTRA_TIME ||
7953 element == EL_SHIELD_NORMAL ||
7954 element == EL_SHIELD_DEADLY) &&
7955 IS_ANIMATED(graphic))
7956 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7957 else if (IS_MOVING(x, y))
7958 ContinueMoving(x, y);
7959 else if (IS_ACTIVE_BOMB(element))
7960 CheckDynamite(x, y);
7961 else if (element == EL_AMOEBA_GROWING)
7962 AmoebeWaechst(x, y);
7963 else if (element == EL_AMOEBA_SHRINKING)
7964 AmoebaDisappearing(x, y);
7966 #if !USE_NEW_AMOEBA_CODE
7967 else if (IS_AMOEBALIVE(element))
7968 AmoebeAbleger(x, y);
7971 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7973 else if (element == EL_EXIT_CLOSED)
7975 else if (element == EL_SP_EXIT_CLOSED)
7977 else if (element == EL_EXPANDABLE_WALL_GROWING)
7979 else if (element == EL_EXPANDABLE_WALL ||
7980 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7981 element == EL_EXPANDABLE_WALL_VERTICAL ||
7982 element == EL_EXPANDABLE_WALL_ANY)
7984 else if (element == EL_FLAMES)
7985 CheckForDragon(x, y);
7986 else if (element == EL_EXPLOSION)
7987 ; /* drawing of correct explosion animation is handled separately */
7988 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7989 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7991 if (IS_BELT_ACTIVE(element))
7992 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7994 if (game.magic_wall_active)
7996 int jx = local_player->jx, jy = local_player->jy;
7998 /* play the element sound at the position nearest to the player */
7999 if ((element == EL_MAGIC_WALL_FULL ||
8000 element == EL_MAGIC_WALL_ACTIVE ||
8001 element == EL_MAGIC_WALL_EMPTYING ||
8002 element == EL_BD_MAGIC_WALL_FULL ||
8003 element == EL_BD_MAGIC_WALL_ACTIVE ||
8004 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8005 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8013 #if USE_NEW_AMOEBA_CODE
8014 /* new experimental amoeba growth stuff */
8015 if (!(FrameCounter % 8))
8017 static unsigned long random = 1684108901;
8019 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8021 x = RND(lev_fieldx);
8022 y = RND(lev_fieldy);
8023 element = Feld[x][y];
8025 if (!IS_PLAYER(x,y) &&
8026 (element == EL_EMPTY ||
8027 CAN_GROW_INTO(element) ||
8028 element == EL_QUICKSAND_EMPTY ||
8029 element == EL_ACID_SPLASH_LEFT ||
8030 element == EL_ACID_SPLASH_RIGHT))
8032 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8033 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8034 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8035 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8036 Feld[x][y] = EL_AMOEBA_DROP;
8039 random = random * 129 + 1;
8045 if (game.explosions_delayed)
8048 game.explosions_delayed = FALSE;
8050 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8052 element = Feld[x][y];
8054 if (ExplodeField[x][y])
8055 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8056 else if (element == EL_EXPLOSION)
8057 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8059 ExplodeField[x][y] = EX_TYPE_NONE;
8062 game.explosions_delayed = TRUE;
8065 if (game.magic_wall_active)
8067 if (!(game.magic_wall_time_left % 4))
8069 int element = Feld[magic_wall_x][magic_wall_y];
8071 if (element == EL_BD_MAGIC_WALL_FULL ||
8072 element == EL_BD_MAGIC_WALL_ACTIVE ||
8073 element == EL_BD_MAGIC_WALL_EMPTYING)
8074 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8076 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8079 if (game.magic_wall_time_left > 0)
8081 game.magic_wall_time_left--;
8082 if (!game.magic_wall_time_left)
8084 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8086 element = Feld[x][y];
8088 if (element == EL_MAGIC_WALL_ACTIVE ||
8089 element == EL_MAGIC_WALL_FULL)
8091 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8092 DrawLevelField(x, y);
8094 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8095 element == EL_BD_MAGIC_WALL_FULL)
8097 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8098 DrawLevelField(x, y);
8102 game.magic_wall_active = FALSE;
8107 if (game.light_time_left > 0)
8109 game.light_time_left--;
8111 if (game.light_time_left == 0)
8112 RedrawAllLightSwitchesAndInvisibleElements();
8115 if (game.timegate_time_left > 0)
8117 game.timegate_time_left--;
8119 if (game.timegate_time_left == 0)
8120 CloseAllOpenTimegates();
8123 for (i = 0; i < MAX_PLAYERS; i++)
8125 struct PlayerInfo *player = &stored_player[i];
8127 if (SHIELD_ON(player))
8129 if (player->shield_deadly_time_left)
8130 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8131 else if (player->shield_normal_time_left)
8132 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8136 if (TimeFrames >= FRAMES_PER_SECOND)
8141 for (i = 0; i < MAX_PLAYERS; i++)
8143 struct PlayerInfo *player = &stored_player[i];
8145 if (SHIELD_ON(player))
8147 player->shield_normal_time_left--;
8149 if (player->shield_deadly_time_left > 0)
8150 player->shield_deadly_time_left--;
8154 if (!level.use_step_counter)
8162 if (TimeLeft <= 10 && setup.time_limit)
8163 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8165 DrawGameValue_Time(TimeLeft);
8167 if (!TimeLeft && setup.time_limit)
8168 for (i = 0; i < MAX_PLAYERS; i++)
8169 KillPlayer(&stored_player[i]);
8171 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8172 DrawGameValue_Time(TimePlayed);
8175 if (tape.recording || tape.playing)
8176 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8180 PlayAllPlayersSound();
8182 if (options.debug) /* calculate frames per second */
8184 static unsigned long fps_counter = 0;
8185 static int fps_frames = 0;
8186 unsigned long fps_delay_ms = Counter() - fps_counter;
8190 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8192 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8195 fps_counter = Counter();
8198 redraw_mask |= REDRAW_FPS;
8201 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8203 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8205 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8207 local_player->show_envelope = 0;
8210 /* use random number generator in every frame to make it less predictable */
8211 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8215 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8217 int min_x = x, min_y = y, max_x = x, max_y = y;
8220 for (i = 0; i < MAX_PLAYERS; i++)
8222 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8224 if (!stored_player[i].active || &stored_player[i] == player)
8227 min_x = MIN(min_x, jx);
8228 min_y = MIN(min_y, jy);
8229 max_x = MAX(max_x, jx);
8230 max_y = MAX(max_y, jy);
8233 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8236 static boolean AllPlayersInVisibleScreen()
8240 for (i = 0; i < MAX_PLAYERS; i++)
8242 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8244 if (!stored_player[i].active)
8247 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8254 void ScrollLevel(int dx, int dy)
8256 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8259 BlitBitmap(drawto_field, drawto_field,
8260 FX + TILEX * (dx == -1) - softscroll_offset,
8261 FY + TILEY * (dy == -1) - softscroll_offset,
8262 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8263 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8264 FX + TILEX * (dx == 1) - softscroll_offset,
8265 FY + TILEY * (dy == 1) - softscroll_offset);
8269 x = (dx == 1 ? BX1 : BX2);
8270 for (y = BY1; y <= BY2; y++)
8271 DrawScreenField(x, y);
8276 y = (dy == 1 ? BY1 : BY2);
8277 for (x = BX1; x <= BX2; x++)
8278 DrawScreenField(x, y);
8281 redraw_mask |= REDRAW_FIELD;
8284 static boolean canFallDown(struct PlayerInfo *player)
8286 int jx = player->jx, jy = player->jy;
8288 return (IN_LEV_FIELD(jx, jy + 1) &&
8289 (IS_FREE(jx, jy + 1) ||
8290 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8291 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8292 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8295 static boolean canPassField(int x, int y, int move_dir)
8297 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8298 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8299 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8302 int element = Feld[x][y];
8304 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8305 !CAN_MOVE(element) &&
8306 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8307 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8308 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8311 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8313 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8314 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8315 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8319 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8320 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8321 (IS_DIGGABLE(Feld[newx][newy]) ||
8322 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8323 canPassField(newx, newy, move_dir)));
8326 static void CheckGravityMovement(struct PlayerInfo *player)
8328 if (game.gravity && !player->programmed_action)
8330 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8331 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8332 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8333 int jx = player->jx, jy = player->jy;
8334 boolean player_is_moving_to_valid_field =
8335 (!player_is_snapping &&
8336 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8337 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8338 boolean player_can_fall_down = canFallDown(player);
8340 if (player_can_fall_down &&
8341 !player_is_moving_to_valid_field)
8342 player->programmed_action = MV_DOWN;
8346 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8348 return CheckGravityMovement(player);
8350 if (game.gravity && !player->programmed_action)
8352 int jx = player->jx, jy = player->jy;
8353 boolean field_under_player_is_free =
8354 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8355 boolean player_is_standing_on_valid_field =
8356 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8357 (IS_WALKABLE(Feld[jx][jy]) &&
8358 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8360 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8361 player->programmed_action = MV_DOWN;
8367 -----------------------------------------------------------------------------
8368 dx, dy: direction (non-diagonal) to try to move the player to
8369 real_dx, real_dy: direction as read from input device (can be diagonal)
8372 boolean MovePlayerOneStep(struct PlayerInfo *player,
8373 int dx, int dy, int real_dx, int real_dy)
8375 int jx = player->jx, jy = player->jy;
8376 int new_jx = jx + dx, new_jy = jy + dy;
8380 if (!player->active || (!dx && !dy))
8381 return MF_NO_ACTION;
8383 player->MovDir = (dx < 0 ? MV_LEFT :
8386 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8388 if (!IN_LEV_FIELD(new_jx, new_jy))
8389 return MF_NO_ACTION;
8391 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8392 return MF_NO_ACTION;
8394 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8396 if (DONT_RUN_INTO(element))
8398 if (element == EL_ACID && dx == 0 && dy == 1)
8400 SplashAcid(new_jx, new_jy);
8401 Feld[jx][jy] = EL_PLAYER_1;
8402 InitMovingField(jx, jy, MV_DOWN);
8403 Store[jx][jy] = EL_ACID;
8404 ContinueMoving(jx, jy);
8408 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
8413 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8414 if (can_move != MF_MOVING)
8417 /* check if DigField() has caused relocation of the player */
8418 if (player->jx != jx || player->jy != jy)
8419 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8421 StorePlayer[jx][jy] = 0;
8422 player->last_jx = jx;
8423 player->last_jy = jy;
8424 player->jx = new_jx;
8425 player->jy = new_jy;
8426 StorePlayer[new_jx][new_jy] = player->element_nr;
8428 if (player->move_delay_value_next != -1)
8430 player->move_delay_value = player->move_delay_value_next;
8431 player->move_delay_value_next = -1;
8435 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8437 player->step_counter++;
8439 PlayerVisit[jx][jy] = FrameCounter;
8441 ScrollPlayer(player, SCROLL_INIT);
8446 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8448 int jx = player->jx, jy = player->jy;
8449 int old_jx = jx, old_jy = jy;
8450 int moved = MF_NO_ACTION;
8452 if (!player->active)
8457 if (player->MovPos == 0)
8459 player->is_moving = FALSE;
8460 player->is_digging = FALSE;
8461 player->is_collecting = FALSE;
8462 player->is_snapping = FALSE;
8463 player->is_pushing = FALSE;
8469 if (player->move_delay > 0)
8472 player->move_delay = -1; /* set to "uninitialized" value */
8474 /* store if player is automatically moved to next field */
8475 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8477 /* remove the last programmed player action */
8478 player->programmed_action = 0;
8482 /* should only happen if pre-1.2 tape recordings are played */
8483 /* this is only for backward compatibility */
8485 int original_move_delay_value = player->move_delay_value;
8488 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8492 /* scroll remaining steps with finest movement resolution */
8493 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8495 while (player->MovPos)
8497 ScrollPlayer(player, SCROLL_GO_ON);
8498 ScrollScreen(NULL, SCROLL_GO_ON);
8500 AdvanceFrameAndPlayerCounters(player->index_nr);
8506 player->move_delay_value = original_move_delay_value;
8509 if (player->last_move_dir & MV_HORIZONTAL)
8511 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8512 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8516 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8517 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8523 if (moved & MF_MOVING && !ScreenMovPos &&
8524 (player == local_player || !options.network))
8526 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8527 int offset = (setup.scroll_delay ? 3 : 0);
8529 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8531 /* actual player has left the screen -- scroll in that direction */
8532 if (jx != old_jx) /* player has moved horizontally */
8533 scroll_x += (jx - old_jx);
8534 else /* player has moved vertically */
8535 scroll_y += (jy - old_jy);
8539 if (jx != old_jx) /* player has moved horizontally */
8541 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8542 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8543 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8545 /* don't scroll over playfield boundaries */
8546 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8547 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8549 /* don't scroll more than one field at a time */
8550 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8552 /* don't scroll against the player's moving direction */
8553 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8554 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8555 scroll_x = old_scroll_x;
8557 else /* player has moved vertically */
8559 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8560 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8561 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8563 /* don't scroll over playfield boundaries */
8564 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8565 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8567 /* don't scroll more than one field at a time */
8568 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8570 /* don't scroll against the player's moving direction */
8571 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8572 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8573 scroll_y = old_scroll_y;
8577 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8579 if (!options.network && !AllPlayersInVisibleScreen())
8581 scroll_x = old_scroll_x;
8582 scroll_y = old_scroll_y;
8586 ScrollScreen(player, SCROLL_INIT);
8587 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8592 player->StepFrame = 0;
8594 if (moved & MF_MOVING)
8596 if (old_jx != jx && old_jy == jy)
8597 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8598 else if (old_jx == jx && old_jy != jy)
8599 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8601 DrawLevelField(jx, jy); /* for "crumbled sand" */
8603 player->last_move_dir = player->MovDir;
8604 player->is_moving = TRUE;
8605 player->is_snapping = FALSE;
8606 player->is_switching = FALSE;
8607 player->is_dropping = FALSE;
8611 CheckGravityMovementWhenNotMoving(player);
8613 player->is_moving = FALSE;
8615 /* at this point, the player is allowed to move, but cannot move right now
8616 (e.g. because of something blocking the way) -- ensure that the player
8617 is also allowed to move in the next frame (in old versions before 3.1.1,
8618 the player was forced to wait again for eight frames before next try) */
8620 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8621 player->move_delay = 0; /* allow direct movement in the next frame */
8624 if (player->move_delay == -1) /* not yet initialized by DigField() */
8625 player->move_delay = player->move_delay_value;
8627 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8629 TestIfPlayerTouchesBadThing(jx, jy);
8630 TestIfPlayerTouchesCustomElement(jx, jy);
8633 if (!player->active)
8634 RemovePlayer(player);
8639 void ScrollPlayer(struct PlayerInfo *player, int mode)
8641 int jx = player->jx, jy = player->jy;
8642 int last_jx = player->last_jx, last_jy = player->last_jy;
8643 int move_stepsize = TILEX / player->move_delay_value;
8645 #if USE_NEW_PLAYER_SPEED
8646 if (!player->active)
8649 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8652 if (!player->active || player->MovPos == 0)
8656 if (mode == SCROLL_INIT)
8658 player->actual_frame_counter = FrameCounter;
8659 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8661 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8662 Feld[last_jx][last_jy] == EL_EMPTY)
8664 int last_field_block_delay = 0; /* start with no blocking at all */
8665 int block_delay_adjustment = player->block_delay_adjustment;
8667 /* if player blocks last field, add delay for exactly one move */
8668 if (player->block_last_field)
8670 last_field_block_delay += player->move_delay_value;
8672 /* when blocking enabled, prevent moving up despite gravity */
8673 if (game.gravity && player->MovDir == MV_UP)
8674 block_delay_adjustment = -1;
8677 /* add block delay adjustment (also possible when not blocking) */
8678 last_field_block_delay += block_delay_adjustment;
8680 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8681 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8684 #if USE_NEW_PLAYER_SPEED
8685 if (player->MovPos != 0) /* player has not yet reached destination */
8691 else if (!FrameReached(&player->actual_frame_counter, 1))
8695 printf("::: player->MovPos: %d -> %d\n",
8697 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8700 #if USE_NEW_PLAYER_SPEED
8701 if (player->MovPos != 0)
8703 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8704 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8706 /* before DrawPlayer() to draw correct player graphic for this case */
8707 if (player->MovPos == 0)
8708 CheckGravityMovement(player);
8711 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8712 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8714 /* before DrawPlayer() to draw correct player graphic for this case */
8715 if (player->MovPos == 0)
8716 CheckGravityMovement(player);
8719 if (player->MovPos == 0) /* player reached destination field */
8722 printf("::: player reached destination field\n");
8725 if (player->move_delay_reset_counter > 0)
8727 player->move_delay_reset_counter--;
8729 if (player->move_delay_reset_counter == 0)
8731 /* continue with normal speed after quickly moving through gate */
8732 HALVE_PLAYER_SPEED(player);
8734 /* be able to make the next move without delay */
8735 player->move_delay = 0;
8739 player->last_jx = jx;
8740 player->last_jy = jy;
8742 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8743 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8744 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8746 DrawPlayer(player); /* needed here only to cleanup last field */
8747 RemovePlayer(player);
8749 if (local_player->friends_still_needed == 0 ||
8750 IS_SP_ELEMENT(Feld[jx][jy]))
8751 player->LevelSolved = player->GameOver = TRUE;
8754 /* this breaks one level: "machine", level 000 */
8756 int move_direction = player->MovDir;
8757 int enter_side = MV_DIR_OPPOSITE(move_direction);
8758 int leave_side = move_direction;
8759 int old_jx = last_jx;
8760 int old_jy = last_jy;
8761 int old_element = Feld[old_jx][old_jy];
8762 int new_element = Feld[jx][jy];
8764 if (IS_CUSTOM_ELEMENT(old_element))
8765 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8767 player->index_bit, leave_side);
8769 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8770 player->index_bit, leave_side);
8772 if (IS_CUSTOM_ELEMENT(new_element))
8773 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8774 player->index_bit, enter_side);
8776 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8777 player->index_bit, enter_side);
8780 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8782 TestIfPlayerTouchesBadThing(jx, jy);
8783 TestIfPlayerTouchesCustomElement(jx, jy);
8785 /* needed because pushed element has not yet reached its destination,
8786 so it would trigger a change event at its previous field location */
8787 if (!player->is_pushing)
8788 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8790 if (!player->active)
8791 RemovePlayer(player);
8794 if (level.use_step_counter)
8804 if (TimeLeft <= 10 && setup.time_limit)
8805 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8807 DrawGameValue_Time(TimeLeft);
8809 if (!TimeLeft && setup.time_limit)
8810 for (i = 0; i < MAX_PLAYERS; i++)
8811 KillPlayer(&stored_player[i]);
8813 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8814 DrawGameValue_Time(TimePlayed);
8817 if (tape.single_step && tape.recording && !tape.pausing &&
8818 !player->programmed_action)
8819 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8823 void ScrollScreen(struct PlayerInfo *player, int mode)
8825 static unsigned long screen_frame_counter = 0;
8827 if (mode == SCROLL_INIT)
8829 /* set scrolling step size according to actual player's moving speed */
8830 ScrollStepSize = TILEX / player->move_delay_value;
8832 screen_frame_counter = FrameCounter;
8833 ScreenMovDir = player->MovDir;
8834 ScreenMovPos = player->MovPos;
8835 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8838 else if (!FrameReached(&screen_frame_counter, 1))
8843 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8844 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8845 redraw_mask |= REDRAW_FIELD;
8848 ScreenMovDir = MV_NO_MOVING;
8851 void TestIfPlayerTouchesCustomElement(int x, int y)
8853 static int xy[4][2] =
8860 static int trigger_sides[4][2] =
8862 /* center side border side */
8863 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8864 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8865 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8866 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8868 static int touch_dir[4] =
8875 int center_element = Feld[x][y]; /* should always be non-moving! */
8878 for (i = 0; i < NUM_DIRECTIONS; i++)
8880 int xx = x + xy[i][0];
8881 int yy = y + xy[i][1];
8882 int center_side = trigger_sides[i][0];
8883 int border_side = trigger_sides[i][1];
8886 if (!IN_LEV_FIELD(xx, yy))
8889 if (IS_PLAYER(x, y))
8891 struct PlayerInfo *player = PLAYERINFO(x, y);
8893 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8894 border_element = Feld[xx][yy]; /* may be moving! */
8895 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8896 border_element = Feld[xx][yy];
8897 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8898 border_element = MovingOrBlocked2Element(xx, yy);
8900 continue; /* center and border element do not touch */
8902 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8903 player->index_bit, border_side);
8904 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8905 player->index_bit, border_side);
8907 else if (IS_PLAYER(xx, yy))
8909 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8911 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8913 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8914 continue; /* center and border element do not touch */
8917 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8918 player->index_bit, center_side);
8919 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8920 player->index_bit, center_side);
8926 void TestIfElementTouchesCustomElement(int x, int y)
8928 static int xy[4][2] =
8935 static int trigger_sides[4][2] =
8937 /* center side border side */
8938 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8939 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8940 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8941 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8943 static int touch_dir[4] =
8950 boolean change_center_element = FALSE;
8951 int center_element = Feld[x][y]; /* should always be non-moving! */
8954 for (i = 0; i < NUM_DIRECTIONS; i++)
8956 int xx = x + xy[i][0];
8957 int yy = y + xy[i][1];
8958 int center_side = trigger_sides[i][0];
8959 int border_side = trigger_sides[i][1];
8962 if (!IN_LEV_FIELD(xx, yy))
8965 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8966 border_element = Feld[xx][yy]; /* may be moving! */
8967 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8968 border_element = Feld[xx][yy];
8969 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8970 border_element = MovingOrBlocked2Element(xx, yy);
8972 continue; /* center and border element do not touch */
8974 /* check for change of center element (but change it only once) */
8975 if (!change_center_element)
8976 change_center_element =
8977 CheckElementChangeBySide(x, y, center_element, border_element,
8978 CE_TOUCHING_X, border_side);
8980 /* check for change of border element */
8981 CheckElementChangeBySide(xx, yy, border_element, center_element,
8982 CE_TOUCHING_X, center_side);
8986 void TestIfElementHitsCustomElement(int x, int y, int direction)
8988 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8989 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8990 int hitx = x + dx, hity = y + dy;
8991 int hitting_element = Feld[x][y];
8992 int touched_element;
8994 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8997 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8998 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9000 if (IN_LEV_FIELD(hitx, hity))
9002 int opposite_direction = MV_DIR_OPPOSITE(direction);
9003 int hitting_side = direction;
9004 int touched_side = opposite_direction;
9005 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9006 MovDir[hitx][hity] != direction ||
9007 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9013 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9014 CE_HITTING_X, touched_side);
9016 CheckElementChangeBySide(hitx, hity, touched_element,
9017 hitting_element, CE_HIT_BY_X, hitting_side);
9019 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9020 CE_HIT_BY_SOMETHING, opposite_direction);
9024 /* "hitting something" is also true when hitting the playfield border */
9025 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9026 CE_HITTING_SOMETHING, direction);
9030 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9032 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9033 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9034 int hitx = x + dx, hity = y + dy;
9035 int hitting_element = Feld[x][y];
9036 int touched_element;
9038 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9039 !IS_FREE(hitx, hity) &&
9040 (!IS_MOVING(hitx, hity) ||
9041 MovDir[hitx][hity] != direction ||
9042 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9045 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9049 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9053 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9054 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9056 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9057 EP_CAN_SMASH_EVERYTHING, direction);
9059 if (IN_LEV_FIELD(hitx, hity))
9061 int opposite_direction = MV_DIR_OPPOSITE(direction);
9062 int hitting_side = direction;
9063 int touched_side = opposite_direction;
9065 int touched_element = MovingOrBlocked2Element(hitx, hity);
9068 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9069 MovDir[hitx][hity] != direction ||
9070 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9079 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9080 CE_SMASHED_BY_SOMETHING, opposite_direction);
9082 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9083 CE_OTHER_IS_SMASHING, touched_side);
9085 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9086 CE_OTHER_GETS_SMASHED, hitting_side);
9092 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9094 int i, kill_x = -1, kill_y = -1;
9095 int bad_element = -1;
9096 static int test_xy[4][2] =
9103 static int test_dir[4] =
9111 for (i = 0; i < NUM_DIRECTIONS; i++)
9113 int test_x, test_y, test_move_dir, test_element;
9115 test_x = good_x + test_xy[i][0];
9116 test_y = good_y + test_xy[i][1];
9118 if (!IN_LEV_FIELD(test_x, test_y))
9122 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9124 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9126 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9127 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9129 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9130 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9134 bad_element = test_element;
9140 if (kill_x != -1 || kill_y != -1)
9142 if (IS_PLAYER(good_x, good_y))
9144 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9146 if (player->shield_deadly_time_left > 0 &&
9147 !IS_INDESTRUCTIBLE(bad_element))
9148 Bang(kill_x, kill_y);
9149 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9153 Bang(good_x, good_y);
9157 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9159 int i, kill_x = -1, kill_y = -1;
9160 int bad_element = Feld[bad_x][bad_y];
9161 static int test_xy[4][2] =
9168 static int touch_dir[4] =
9175 static int test_dir[4] =
9183 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9186 for (i = 0; i < NUM_DIRECTIONS; i++)
9188 int test_x, test_y, test_move_dir, test_element;
9190 test_x = bad_x + test_xy[i][0];
9191 test_y = bad_y + test_xy[i][1];
9192 if (!IN_LEV_FIELD(test_x, test_y))
9196 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9198 test_element = Feld[test_x][test_y];
9200 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9201 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9203 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9204 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9206 /* good thing is player or penguin that does not move away */
9207 if (IS_PLAYER(test_x, test_y))
9209 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9211 if (bad_element == EL_ROBOT && player->is_moving)
9212 continue; /* robot does not kill player if he is moving */
9214 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9216 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9217 continue; /* center and border element do not touch */
9224 else if (test_element == EL_PENGUIN)
9233 if (kill_x != -1 || kill_y != -1)
9235 if (IS_PLAYER(kill_x, kill_y))
9237 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9239 if (player->shield_deadly_time_left > 0 &&
9240 !IS_INDESTRUCTIBLE(bad_element))
9242 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9246 Bang(kill_x, kill_y);
9250 void TestIfPlayerTouchesBadThing(int x, int y)
9252 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9255 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
9257 TestIfGoodThingHitsBadThing(x, y, move_dir);
9260 void TestIfBadThingTouchesPlayer(int x, int y)
9262 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9265 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
9267 TestIfBadThingHitsGoodThing(x, y, move_dir);
9270 void TestIfFriendTouchesBadThing(int x, int y)
9272 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9275 void TestIfBadThingTouchesFriend(int x, int y)
9277 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9280 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9282 int i, kill_x = bad_x, kill_y = bad_y;
9283 static int xy[4][2] =
9291 for (i = 0; i < NUM_DIRECTIONS; i++)
9295 x = bad_x + xy[i][0];
9296 y = bad_y + xy[i][1];
9297 if (!IN_LEV_FIELD(x, y))
9300 element = Feld[x][y];
9301 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9302 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9310 if (kill_x != bad_x || kill_y != bad_y)
9314 void KillPlayer(struct PlayerInfo *player)
9316 int jx = player->jx, jy = player->jy;
9318 if (!player->active)
9321 /* remove accessible field at the player's position */
9322 Feld[jx][jy] = EL_EMPTY;
9324 /* deactivate shield (else Bang()/Explode() would not work right) */
9325 player->shield_normal_time_left = 0;
9326 player->shield_deadly_time_left = 0;
9332 static void KillPlayerUnlessEnemyProtected(int x, int y)
9334 if (!PLAYER_ENEMY_PROTECTED(x, y))
9335 KillPlayer(PLAYERINFO(x, y));
9338 static void KillPlayerUnlessExplosionProtected(int x, int y)
9340 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9341 KillPlayer(PLAYERINFO(x, y));
9344 void BuryPlayer(struct PlayerInfo *player)
9346 int jx = player->jx, jy = player->jy;
9348 if (!player->active)
9351 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9352 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9354 player->GameOver = TRUE;
9355 RemovePlayer(player);
9358 void RemovePlayer(struct PlayerInfo *player)
9360 int jx = player->jx, jy = player->jy;
9361 int i, found = FALSE;
9363 player->present = FALSE;
9364 player->active = FALSE;
9366 if (!ExplodeField[jx][jy])
9367 StorePlayer[jx][jy] = 0;
9369 if (player->is_moving)
9370 DrawLevelField(player->last_jx, player->last_jy);
9372 for (i = 0; i < MAX_PLAYERS; i++)
9373 if (stored_player[i].active)
9377 AllPlayersGone = TRUE;
9384 =============================================================================
9385 checkDiagonalPushing()
9386 -----------------------------------------------------------------------------
9387 check if diagonal input device direction results in pushing of object
9388 (by checking if the alternative direction is walkable, diggable, ...)
9389 =============================================================================
9392 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9393 int x, int y, int real_dx, int real_dy)
9395 int jx, jy, dx, dy, xx, yy;
9397 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9400 /* diagonal direction: check alternative direction */
9405 xx = jx + (dx == 0 ? real_dx : 0);
9406 yy = jy + (dy == 0 ? real_dy : 0);
9408 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9412 =============================================================================
9414 -----------------------------------------------------------------------------
9415 x, y: field next to player (non-diagonal) to try to dig to
9416 real_dx, real_dy: direction as read from input device (can be diagonal)
9417 =============================================================================
9420 int DigField(struct PlayerInfo *player,
9421 int oldx, int oldy, int x, int y,
9422 int real_dx, int real_dy, int mode)
9424 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9425 boolean player_was_pushing = player->is_pushing;
9426 int jx = oldx, jy = oldy;
9427 int dx = x - jx, dy = y - jy;
9428 int nextx = x + dx, nexty = y + dy;
9429 int move_direction = (dx == -1 ? MV_LEFT :
9430 dx == +1 ? MV_RIGHT :
9432 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9433 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9434 int dig_side = MV_DIR_OPPOSITE(move_direction);
9435 int old_element = Feld[jx][jy];
9439 if (is_player) /* function can also be called by EL_PENGUIN */
9441 if (player->MovPos == 0)
9443 player->is_digging = FALSE;
9444 player->is_collecting = FALSE;
9447 if (player->MovPos == 0) /* last pushing move finished */
9448 player->is_pushing = FALSE;
9450 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9452 player->is_switching = FALSE;
9453 player->push_delay = -1;
9455 return MF_NO_ACTION;
9459 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9460 return MF_NO_ACTION;
9462 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9463 old_element = Back[jx][jy];
9465 /* in case of element dropped at player position, check background */
9466 else if (Back[jx][jy] != EL_EMPTY &&
9467 game.engine_version >= VERSION_IDENT(2,2,0,0))
9468 old_element = Back[jx][jy];
9470 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9471 return MF_NO_ACTION; /* field has no opening in this direction */
9473 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9474 return MF_NO_ACTION; /* field has no opening in this direction */
9476 element = Feld[x][y];
9477 #if USE_NEW_COLLECT_COUNT
9478 collect_count = Count[x][y];
9480 collect_count = element_info[element].collect_count_initial;
9484 if (element != EL_BLOCKED &&
9485 Count[x][y] != element_info[element].collect_count_initial)
9486 printf("::: %d: %d != %d\n",
9489 element_info[element].collect_count_initial);
9492 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9493 return MF_NO_ACTION;
9495 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9496 game.engine_version >= VERSION_IDENT(2,2,0,0))
9497 return MF_NO_ACTION;
9499 if (game.gravity && is_player && !player->is_auto_moving &&
9500 canFallDown(player) && move_direction != MV_DOWN &&
9501 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9502 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9504 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9506 int sound_element = SND_ELEMENT(element);
9507 int sound_action = ACTION_WALKING;
9509 if (IS_RND_GATE(element))
9511 if (!player->key[RND_GATE_NR(element)])
9512 return MF_NO_ACTION;
9514 else if (IS_RND_GATE_GRAY(element))
9516 if (!player->key[RND_GATE_GRAY_NR(element)])
9517 return MF_NO_ACTION;
9519 else if (element == EL_EXIT_OPEN ||
9520 element == EL_SP_EXIT_OPEN ||
9521 element == EL_SP_EXIT_OPENING)
9523 sound_action = ACTION_PASSING; /* player is passing exit */
9525 else if (element == EL_EMPTY)
9527 sound_action = ACTION_MOVING; /* nothing to walk on */
9530 /* play sound from background or player, whatever is available */
9531 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9532 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9534 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9536 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9538 if (!ACCESS_FROM(element, opposite_direction))
9539 return MF_NO_ACTION; /* field not accessible from this direction */
9541 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9542 return MF_NO_ACTION;
9544 if (IS_EM_GATE(element))
9546 if (!player->key[EM_GATE_NR(element)])
9547 return MF_NO_ACTION;
9549 else if (IS_EM_GATE_GRAY(element))
9551 if (!player->key[EM_GATE_GRAY_NR(element)])
9552 return MF_NO_ACTION;
9554 else if (IS_SP_PORT(element))
9556 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9557 element == EL_SP_GRAVITY_PORT_RIGHT ||
9558 element == EL_SP_GRAVITY_PORT_UP ||
9559 element == EL_SP_GRAVITY_PORT_DOWN)
9560 game.gravity = !game.gravity;
9561 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9562 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9563 element == EL_SP_GRAVITY_ON_PORT_UP ||
9564 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9565 game.gravity = TRUE;
9566 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9567 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9568 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9569 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9570 game.gravity = FALSE;
9573 /* automatically move to the next field with double speed */
9574 player->programmed_action = move_direction;
9576 if (player->move_delay_reset_counter == 0)
9578 player->move_delay_reset_counter = 2; /* two double speed steps */
9580 DOUBLE_PLAYER_SPEED(player);
9583 PlayLevelSoundAction(x, y, ACTION_PASSING);
9585 else if (IS_DIGGABLE(element))
9589 if (mode != DF_SNAP)
9591 GfxElement[x][y] = GFX_ELEMENT(element);
9592 player->is_digging = TRUE;
9595 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9597 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9598 player->index_bit, dig_side);
9600 if (mode == DF_SNAP)
9601 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9603 else if (IS_COLLECTIBLE(element))
9607 if (is_player && mode != DF_SNAP)
9609 GfxElement[x][y] = element;
9610 player->is_collecting = TRUE;
9613 if (element == EL_SPEED_PILL)
9615 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9617 else if (element == EL_EXTRA_TIME && level.time > 0)
9620 DrawGameValue_Time(TimeLeft);
9622 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9624 player->shield_normal_time_left += 10;
9625 if (element == EL_SHIELD_DEADLY)
9626 player->shield_deadly_time_left += 10;
9628 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9630 if (player->inventory_size < MAX_INVENTORY_SIZE)
9631 player->inventory_element[player->inventory_size++] = element;
9633 DrawGameValue_Dynamite(local_player->inventory_size);
9635 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9637 player->dynabomb_count++;
9638 player->dynabombs_left++;
9640 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9642 player->dynabomb_size++;
9644 else if (element == EL_DYNABOMB_INCREASE_POWER)
9646 player->dynabomb_xl = TRUE;
9648 else if (IS_KEY(element))
9650 player->key[KEY_NR(element)] = TRUE;
9652 DrawGameValue_Keys(player->key);
9654 redraw_mask |= REDRAW_DOOR_1;
9656 else if (IS_ENVELOPE(element))
9658 player->show_envelope = element;
9660 else if (IS_DROPPABLE(element) ||
9661 IS_THROWABLE(element)) /* can be collected and dropped */
9665 if (collect_count == 0)
9666 player->inventory_infinite_element = element;
9668 for (i = 0; i < collect_count; i++)
9669 if (player->inventory_size < MAX_INVENTORY_SIZE)
9670 player->inventory_element[player->inventory_size++] = element;
9672 DrawGameValue_Dynamite(local_player->inventory_size);
9674 else if (collect_count > 0)
9676 local_player->gems_still_needed -= collect_count;
9677 if (local_player->gems_still_needed < 0)
9678 local_player->gems_still_needed = 0;
9680 DrawGameValue_Emeralds(local_player->gems_still_needed);
9683 RaiseScoreElement(element);
9684 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9687 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9688 player->index_bit, dig_side);
9690 if (mode == DF_SNAP)
9691 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9693 else if (IS_PUSHABLE(element))
9695 if (mode == DF_SNAP && element != EL_BD_ROCK)
9696 return MF_NO_ACTION;
9698 if (CAN_FALL(element) && dy)
9699 return MF_NO_ACTION;
9701 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9702 !(element == EL_SPRING && level.use_spring_bug))
9703 return MF_NO_ACTION;
9705 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9706 ((move_direction & MV_VERTICAL &&
9707 ((element_info[element].move_pattern & MV_LEFT &&
9708 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9709 (element_info[element].move_pattern & MV_RIGHT &&
9710 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9711 (move_direction & MV_HORIZONTAL &&
9712 ((element_info[element].move_pattern & MV_UP &&
9713 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9714 (element_info[element].move_pattern & MV_DOWN &&
9715 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9716 return MF_NO_ACTION;
9718 /* do not push elements already moving away faster than player */
9719 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9720 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9721 return MF_NO_ACTION;
9723 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9725 if (player->push_delay_value == -1 || !player_was_pushing)
9726 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9728 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9730 if (player->push_delay_value == -1)
9731 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9733 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9735 if (!player->is_pushing)
9736 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9739 player->is_pushing = TRUE;
9741 if (!(IN_LEV_FIELD(nextx, nexty) &&
9742 (IS_FREE(nextx, nexty) ||
9743 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9744 IS_SB_ELEMENT(element)))))
9745 return MF_NO_ACTION;
9747 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9748 return MF_NO_ACTION;
9750 if (player->push_delay == -1) /* new pushing; restart delay */
9751 player->push_delay = 0;
9753 if (player->push_delay < player->push_delay_value &&
9754 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9755 element != EL_SPRING && element != EL_BALLOON)
9757 /* make sure that there is no move delay before next try to push */
9758 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9759 player->move_delay = 0;
9761 return MF_NO_ACTION;
9764 if (IS_SB_ELEMENT(element))
9766 if (element == EL_SOKOBAN_FIELD_FULL)
9768 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9769 local_player->sokobanfields_still_needed++;
9772 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9774 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9775 local_player->sokobanfields_still_needed--;
9778 Feld[x][y] = EL_SOKOBAN_OBJECT;
9780 if (Back[x][y] == Back[nextx][nexty])
9781 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9782 else if (Back[x][y] != 0)
9783 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9786 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9789 if (local_player->sokobanfields_still_needed == 0 &&
9790 game.emulation == EMU_SOKOBAN)
9792 player->LevelSolved = player->GameOver = TRUE;
9793 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9797 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9799 InitMovingField(x, y, move_direction);
9800 GfxAction[x][y] = ACTION_PUSHING;
9802 if (mode == DF_SNAP)
9803 ContinueMoving(x, y);
9805 MovPos[x][y] = (dx != 0 ? dx : dy);
9807 Pushed[x][y] = TRUE;
9808 Pushed[nextx][nexty] = TRUE;
9810 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9811 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9813 player->push_delay_value = -1; /* get new value later */
9815 /* check for element change _after_ element has been pushed */
9816 if (game.use_change_when_pushing_bug)
9818 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9819 player->index_bit, dig_side);
9820 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9821 player->index_bit, dig_side);
9824 else if (IS_SWITCHABLE(element))
9826 if (PLAYER_SWITCHING(player, x, y))
9828 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9829 player->index_bit, dig_side);
9834 player->is_switching = TRUE;
9835 player->switch_x = x;
9836 player->switch_y = y;
9838 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9840 if (element == EL_ROBOT_WHEEL)
9842 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9846 DrawLevelField(x, y);
9848 else if (element == EL_SP_TERMINAL)
9852 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9854 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9856 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9857 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9860 else if (IS_BELT_SWITCH(element))
9862 ToggleBeltSwitch(x, y);
9864 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9865 element == EL_SWITCHGATE_SWITCH_DOWN)
9867 ToggleSwitchgateSwitch(x, y);
9869 else if (element == EL_LIGHT_SWITCH ||
9870 element == EL_LIGHT_SWITCH_ACTIVE)
9872 ToggleLightSwitch(x, y);
9874 else if (element == EL_TIMEGATE_SWITCH)
9876 ActivateTimegateSwitch(x, y);
9878 else if (element == EL_BALLOON_SWITCH_LEFT ||
9879 element == EL_BALLOON_SWITCH_RIGHT ||
9880 element == EL_BALLOON_SWITCH_UP ||
9881 element == EL_BALLOON_SWITCH_DOWN ||
9882 element == EL_BALLOON_SWITCH_ANY)
9884 if (element == EL_BALLOON_SWITCH_ANY)
9885 game.balloon_dir = move_direction;
9887 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9888 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9889 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9890 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9893 else if (element == EL_LAMP)
9895 Feld[x][y] = EL_LAMP_ACTIVE;
9896 local_player->lights_still_needed--;
9898 ResetGfxAnimation(x, y);
9899 DrawLevelField(x, y);
9901 else if (element == EL_TIME_ORB_FULL)
9903 Feld[x][y] = EL_TIME_ORB_EMPTY;
9905 DrawGameValue_Time(TimeLeft);
9907 ResetGfxAnimation(x, y);
9908 DrawLevelField(x, y);
9911 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9912 player->index_bit, dig_side);
9914 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9915 player->index_bit, dig_side);
9921 if (!PLAYER_SWITCHING(player, x, y))
9923 player->is_switching = TRUE;
9924 player->switch_x = x;
9925 player->switch_y = y;
9927 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9928 player->index_bit, dig_side);
9929 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9930 player->index_bit, dig_side);
9933 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9934 player->index_bit, dig_side);
9935 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9936 player->index_bit, dig_side);
9938 return MF_NO_ACTION;
9941 player->push_delay = -1;
9943 if (is_player) /* function can also be called by EL_PENGUIN */
9945 if (Feld[x][y] != element) /* really digged/collected something */
9946 player->is_collecting = !player->is_digging;
9952 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9954 int jx = player->jx, jy = player->jy;
9955 int x = jx + dx, y = jy + dy;
9956 int snap_direction = (dx == -1 ? MV_LEFT :
9957 dx == +1 ? MV_RIGHT :
9959 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9961 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9964 if (!player->active || !IN_LEV_FIELD(x, y))
9972 if (player->MovPos == 0)
9973 player->is_pushing = FALSE;
9975 player->is_snapping = FALSE;
9977 if (player->MovPos == 0)
9979 player->is_moving = FALSE;
9980 player->is_digging = FALSE;
9981 player->is_collecting = FALSE;
9987 if (player->is_snapping)
9990 player->MovDir = snap_direction;
9992 if (player->MovPos == 0)
9994 player->is_moving = FALSE;
9995 player->is_digging = FALSE;
9996 player->is_collecting = FALSE;
9999 player->is_dropping = FALSE;
10001 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10004 player->is_snapping = TRUE;
10006 if (player->MovPos == 0)
10008 player->is_moving = FALSE;
10009 player->is_digging = FALSE;
10010 player->is_collecting = FALSE;
10013 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
10014 DrawLevelField(player->last_jx, player->last_jy);
10016 DrawLevelField(x, y);
10021 boolean DropElement(struct PlayerInfo *player)
10023 int old_element, new_element;
10024 int dropx = player->jx, dropy = player->jy;
10025 int drop_direction = player->MovDir;
10026 int drop_side = drop_direction;
10027 int drop_element = (player->inventory_size > 0 ?
10028 player->inventory_element[player->inventory_size - 1] :
10029 player->inventory_infinite_element != EL_UNDEFINED ?
10030 player->inventory_infinite_element :
10031 player->dynabombs_left > 0 ?
10032 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10035 /* do not drop an element on top of another element; when holding drop key
10036 pressed without moving, dropped element must move away before the next
10037 element can be dropped (this is especially important if the next element
10038 is dynamite, which can be placed on background for historical reasons) */
10039 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
10042 if (IS_THROWABLE(drop_element))
10044 dropx += GET_DX_FROM_DIR(drop_direction);
10045 dropy += GET_DY_FROM_DIR(drop_direction);
10047 if (!IN_LEV_FIELD(dropx, dropy))
10051 old_element = Feld[dropx][dropy]; /* old element at dropping position */
10052 new_element = drop_element; /* default: no change when dropping */
10054 /* check if player is active, not moving and ready to drop */
10055 if (!player->active || player->MovPos || player->drop_delay > 0)
10058 /* check if player has anything that can be dropped */
10059 if (new_element == EL_UNDEFINED)
10062 /* check if anything can be dropped at the current position */
10063 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10066 /* collected custom elements can only be dropped on empty fields */
10067 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10070 if (old_element != EL_EMPTY)
10071 Back[dropx][dropy] = old_element; /* store old element on this field */
10073 ResetGfxAnimation(dropx, dropy);
10074 ResetRandomAnimationValue(dropx, dropy);
10076 if (player->inventory_size > 0 ||
10077 player->inventory_infinite_element != EL_UNDEFINED)
10079 if (player->inventory_size > 0)
10081 player->inventory_size--;
10083 DrawGameValue_Dynamite(local_player->inventory_size);
10085 if (new_element == EL_DYNAMITE)
10086 new_element = EL_DYNAMITE_ACTIVE;
10087 else if (new_element == EL_SP_DISK_RED)
10088 new_element = EL_SP_DISK_RED_ACTIVE;
10091 Feld[dropx][dropy] = new_element;
10093 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10094 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10095 el2img(Feld[dropx][dropy]), 0);
10097 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10099 /* needed if previous element just changed to "empty" in the last frame */
10100 Changed[dropx][dropy] = FALSE; /* allow another change */
10102 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
10103 player->index_bit, drop_side);
10104 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
10105 player->index_bit, drop_side);
10107 TestIfElementTouchesCustomElement(dropx, dropy);
10109 else /* player is dropping a dyna bomb */
10111 player->dynabombs_left--;
10113 Feld[dropx][dropy] = new_element;
10115 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10116 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10117 el2img(Feld[dropx][dropy]), 0);
10119 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10122 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10123 InitField_WithBug1(dropx, dropy, FALSE);
10125 new_element = Feld[dropx][dropy]; /* element might have changed */
10127 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10128 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10130 int move_direction, nextx, nexty;
10132 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10133 MovDir[dropx][dropy] = drop_direction;
10135 move_direction = MovDir[dropx][dropy];
10136 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10137 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10139 Changed[dropx][dropy] = FALSE; /* allow another change */
10140 CheckCollision[dropx][dropy] = 2;
10143 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10144 player->is_dropping = TRUE;
10146 player->drop_x = dropx;
10147 player->drop_y = dropy;
10152 /* ------------------------------------------------------------------------- */
10153 /* game sound playing functions */
10154 /* ------------------------------------------------------------------------- */
10156 static int *loop_sound_frame = NULL;
10157 static int *loop_sound_volume = NULL;
10159 void InitPlayLevelSound()
10161 int num_sounds = getSoundListSize();
10163 checked_free(loop_sound_frame);
10164 checked_free(loop_sound_volume);
10166 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10167 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10170 static void PlayLevelSound(int x, int y, int nr)
10172 int sx = SCREENX(x), sy = SCREENY(y);
10173 int volume, stereo_position;
10174 int max_distance = 8;
10175 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10177 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10178 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10181 if (!IN_LEV_FIELD(x, y) ||
10182 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10183 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10186 volume = SOUND_MAX_VOLUME;
10188 if (!IN_SCR_FIELD(sx, sy))
10190 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10191 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10193 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10196 stereo_position = (SOUND_MAX_LEFT +
10197 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10198 (SCR_FIELDX + 2 * max_distance));
10200 if (IS_LOOP_SOUND(nr))
10202 /* This assures that quieter loop sounds do not overwrite louder ones,
10203 while restarting sound volume comparison with each new game frame. */
10205 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10208 loop_sound_volume[nr] = volume;
10209 loop_sound_frame[nr] = FrameCounter;
10212 PlaySoundExt(nr, volume, stereo_position, type);
10215 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10217 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10218 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10219 y < LEVELY(BY1) ? LEVELY(BY1) :
10220 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10224 static void PlayLevelSoundAction(int x, int y, int action)
10226 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10229 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10231 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10233 if (sound_effect != SND_UNDEFINED)
10234 PlayLevelSound(x, y, sound_effect);
10237 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10240 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10242 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10243 PlayLevelSound(x, y, sound_effect);
10246 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10248 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10250 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10251 PlayLevelSound(x, y, sound_effect);
10254 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10256 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10258 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10259 StopSound(sound_effect);
10262 static void PlayLevelMusic()
10264 if (levelset.music[level_nr] != MUS_UNDEFINED)
10265 PlayMusic(levelset.music[level_nr]); /* from config file */
10267 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10270 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10272 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10277 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10281 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10285 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10289 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10293 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10297 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10301 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10304 case SAMPLE_android_clone:
10305 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10308 case SAMPLE_android_move:
10309 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10312 case SAMPLE_spring:
10313 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10317 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10321 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10324 case SAMPLE_eater_eat:
10325 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10329 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10332 case SAMPLE_collect:
10333 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10336 case SAMPLE_diamond:
10337 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10340 case SAMPLE_squash:
10341 /* !!! CHECK THIS !!! */
10343 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10345 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10349 case SAMPLE_wonderfall:
10350 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10354 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10358 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10362 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10366 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10370 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10374 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10377 case SAMPLE_wonder:
10378 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10382 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10385 case SAMPLE_exit_open:
10386 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10389 case SAMPLE_exit_leave:
10390 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10393 case SAMPLE_dynamite:
10394 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10398 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10402 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10406 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10410 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10414 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10418 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10422 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10427 void RaiseScore(int value)
10429 local_player->score += value;
10431 DrawGameValue_Score(local_player->score);
10434 void RaiseScoreElement(int element)
10439 case EL_BD_DIAMOND:
10440 case EL_EMERALD_YELLOW:
10441 case EL_EMERALD_RED:
10442 case EL_EMERALD_PURPLE:
10443 case EL_SP_INFOTRON:
10444 RaiseScore(level.score[SC_EMERALD]);
10447 RaiseScore(level.score[SC_DIAMOND]);
10450 RaiseScore(level.score[SC_CRYSTAL]);
10453 RaiseScore(level.score[SC_PEARL]);
10456 case EL_BD_BUTTERFLY:
10457 case EL_SP_ELECTRON:
10458 RaiseScore(level.score[SC_BUG]);
10461 case EL_BD_FIREFLY:
10462 case EL_SP_SNIKSNAK:
10463 RaiseScore(level.score[SC_SPACESHIP]);
10466 case EL_DARK_YAMYAM:
10467 RaiseScore(level.score[SC_YAMYAM]);
10470 RaiseScore(level.score[SC_ROBOT]);
10473 RaiseScore(level.score[SC_PACMAN]);
10476 RaiseScore(level.score[SC_NUT]);
10479 case EL_SP_DISK_RED:
10480 case EL_DYNABOMB_INCREASE_NUMBER:
10481 case EL_DYNABOMB_INCREASE_SIZE:
10482 case EL_DYNABOMB_INCREASE_POWER:
10483 RaiseScore(level.score[SC_DYNAMITE]);
10485 case EL_SHIELD_NORMAL:
10486 case EL_SHIELD_DEADLY:
10487 RaiseScore(level.score[SC_SHIELD]);
10489 case EL_EXTRA_TIME:
10490 RaiseScore(level.score[SC_TIME_BONUS]);
10504 RaiseScore(level.score[SC_KEY]);
10507 RaiseScore(element_info[element].collect_score);
10512 void RequestQuitGame(boolean ask_if_really_quit)
10514 if (AllPlayersGone ||
10515 !ask_if_really_quit ||
10516 level_editor_test_game ||
10517 Request("Do you really want to quit the game ?",
10518 REQ_ASK | REQ_STAY_CLOSED))
10520 #if defined(NETWORK_AVALIABLE)
10521 if (options.network)
10522 SendToServer_StopPlaying();
10526 game_status = GAME_MODE_MAIN;
10532 if (tape.playing && tape.deactivate_display)
10533 TapeDeactivateDisplayOff(TRUE);
10535 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10537 if (tape.playing && tape.deactivate_display)
10538 TapeDeactivateDisplayOn();
10543 /* ---------- new game button stuff ---------------------------------------- */
10545 /* graphic position values for game buttons */
10546 #define GAME_BUTTON_XSIZE 30
10547 #define GAME_BUTTON_YSIZE 30
10548 #define GAME_BUTTON_XPOS 5
10549 #define GAME_BUTTON_YPOS 215
10550 #define SOUND_BUTTON_XPOS 5
10551 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10553 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10554 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10555 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10556 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10557 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10558 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10565 } gamebutton_info[NUM_GAME_BUTTONS] =
10568 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10573 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10574 GAME_CTRL_ID_PAUSE,
10578 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10583 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10584 SOUND_CTRL_ID_MUSIC,
10585 "background music on/off"
10588 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10589 SOUND_CTRL_ID_LOOPS,
10590 "sound loops on/off"
10593 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10594 SOUND_CTRL_ID_SIMPLE,
10595 "normal sounds on/off"
10599 void CreateGameButtons()
10603 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10605 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10606 struct GadgetInfo *gi;
10609 unsigned long event_mask;
10610 int gd_xoffset, gd_yoffset;
10611 int gd_x1, gd_x2, gd_y1, gd_y2;
10614 gd_xoffset = gamebutton_info[i].x;
10615 gd_yoffset = gamebutton_info[i].y;
10616 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10617 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10619 if (id == GAME_CTRL_ID_STOP ||
10620 id == GAME_CTRL_ID_PAUSE ||
10621 id == GAME_CTRL_ID_PLAY)
10623 button_type = GD_TYPE_NORMAL_BUTTON;
10625 event_mask = GD_EVENT_RELEASED;
10626 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10627 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10631 button_type = GD_TYPE_CHECK_BUTTON;
10633 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10634 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10635 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10636 event_mask = GD_EVENT_PRESSED;
10637 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10638 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10641 gi = CreateGadget(GDI_CUSTOM_ID, id,
10642 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10643 GDI_X, DX + gd_xoffset,
10644 GDI_Y, DY + gd_yoffset,
10645 GDI_WIDTH, GAME_BUTTON_XSIZE,
10646 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10647 GDI_TYPE, button_type,
10648 GDI_STATE, GD_BUTTON_UNPRESSED,
10649 GDI_CHECKED, checked,
10650 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10651 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10652 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10653 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10654 GDI_EVENT_MASK, event_mask,
10655 GDI_CALLBACK_ACTION, HandleGameButtons,
10659 Error(ERR_EXIT, "cannot create gadget");
10661 game_gadget[id] = gi;
10665 void FreeGameButtons()
10669 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10670 FreeGadget(game_gadget[i]);
10673 static void MapGameButtons()
10677 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10678 MapGadget(game_gadget[i]);
10681 void UnmapGameButtons()
10685 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10686 UnmapGadget(game_gadget[i]);
10689 static void HandleGameButtons(struct GadgetInfo *gi)
10691 int id = gi->custom_id;
10693 if (game_status != GAME_MODE_PLAYING)
10698 case GAME_CTRL_ID_STOP:
10699 RequestQuitGame(TRUE);
10702 case GAME_CTRL_ID_PAUSE:
10703 if (options.network)
10705 #if defined(NETWORK_AVALIABLE)
10707 SendToServer_ContinuePlaying();
10709 SendToServer_PausePlaying();
10713 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10716 case GAME_CTRL_ID_PLAY:
10719 #if defined(NETWORK_AVALIABLE)
10720 if (options.network)
10721 SendToServer_ContinuePlaying();
10725 tape.pausing = FALSE;
10726 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10731 case SOUND_CTRL_ID_MUSIC:
10732 if (setup.sound_music)
10734 setup.sound_music = FALSE;
10737 else if (audio.music_available)
10739 setup.sound = setup.sound_music = TRUE;
10741 SetAudioMode(setup.sound);
10747 case SOUND_CTRL_ID_LOOPS:
10748 if (setup.sound_loops)
10749 setup.sound_loops = FALSE;
10750 else if (audio.loops_available)
10752 setup.sound = setup.sound_loops = TRUE;
10753 SetAudioMode(setup.sound);
10757 case SOUND_CTRL_ID_SIMPLE:
10758 if (setup.sound_simple)
10759 setup.sound_simple = FALSE;
10760 else if (audio.sound_available)
10762 setup.sound = setup.sound_simple = TRUE;
10763 SetAudioMode(setup.sound);